WEBGL:INVALID_VALUE:vertex属性指针:索引超出范围,INVALID_VALUE:enableVe



我从.obj文件中读取数据以绘制模型。我使用纹理和顶点正确地绘制了模型。但是,当我想使用照明进行绘制时,我会出现错误。此错误为WebGL:

INVALID_VALUE:vertex属性指针:索引超出范围,INVALID_VALUE:enableVertexAttribArray:索引超出范围。

此代码是我的顶点着色器

var VertexShaderCode =  "precision mediump float;n"+
"attribute vec3 vertexPos;n" +
"attribute vec3 vertexNormal;n"+
"uniform mat4 modelViewMatrix;n" +
"uniform mat4 projectionMatrix;n" +
"attribute vec2 aTextureCoord;n" +
"varying vec2 vTextureCoord;n" +
"    void main(void) {n" +
"    gl_Position =  projectionMatrix * modelViewMatrix * vec4(vertexPos, 1.0); n" +
"    vTextureCoord = aTextureCoord;n"+
"}n";

这是我的碎片着色器代码

var FragmentShaderCode =  "precision lowp float;"+
"uniform vec4 color;"+
"varying vec2 vTextureCoord;"+
"uniform vec3 u_Ambient_color;n" +
"uniform sampler2D uSampler;"+
"uniform int texturecontrol;"+
"void main() { "+
"vec3 uColor;"+
"uColor = u_Ambient_color * vec3(color);"+
" if(texturecontrol !=0 )"+
" {"+
"  gl_FragColor =texture2D(uSampler, vTextureCoord)*vec4(uColor,color.a);"+
" }"+
" else{"+
"  gl_FragColor = vec4(uColor,color.a);"+
" }"+
"}"

我试着这样画画。

if(this.Materyals[i].HasTexture){
this.gl.uniform1i(this.FGlobe.PModeltexturecontrol,1)
this.gl.uniform3fv(this.FGlobe.PModelAmbientColorLoc,this.Materyals[i].ambient)
this.gl.uniform4fv(this.FGlobe.PModelColorLoc,this.Materyals[i].color)
this.gl.bindTexture(this.gl.TEXTURE_2D,this.Materyals[i].Texture)
this.gl.bindBuffer(this.gl.ARRAY_BUFFER,this.Materyals[i].textureCoord)
this.gl.vertexAttribPointer(this.FGlobe.PModeltextCoordLoc,2,this.gl.FLOAT,false,0,0)  //şu anda this.gl.ARRAY_BUFFER'a geçerli olan tamponun mevcut köşe tamponu nesnesinin genel bir vertex özniteliğine bağlanması ve düzenini belirtir.
this.gl.enableVertexAttribArray(this.FGlobe.PModeltextCoordLoc)
}else{            
this.gl.uniform1i(this.FGlobe.PModeltexturecontrol,0)
this.gl.uniform3fv(this.FGlobe.PModelAmbientColorLoc,this.Materyals[i].ambient)
this.gl.uniform4fv(this.FGlobe.PModelColorLoc,this.Materyals[i].color)
this.gl.disableVertexAttribArray(this.FGlobe.PModeltextCoordLoc)
}
this.gl.bindBuffer(this.gl.ARRAY_BUFFER,this.Materyals[i].normalBuffer)
this.gl.vertexAttribPointer(this.FGlobe.PModelnormalPos,3, this.gl.FLOAT, false, 0, 0)
this.gl.enableVertexAttribArray(this.FGlobe.PModelnormalPos)

this.gl.bindBuffer(this.gl.ARRAY_BUFFER,this.Materyals[i].vertexBuffer)
this.gl.vertexAttribPointer(this.FGlobe.PModelvertexPos,3, this.gl.FLOAT, false, 0, 0)
this.gl.enableVertexAttribArray(this.FGlobe.PModelvertexPos)
this.gl.drawArrays(this.gl.TRIANGLES,0, this.Materyals[i].TriCnt*3);
}

有什么想法吗?我该怎么办?

我怀疑这是因为您有一个未使用的属性vertexNormal。如果在代码中添加一行:

var VertexShaderCode =  "precision mediump float;n"+
"attribute vec3 vertexPos;n" +
"attribute vec3 vertexNormal;n"+
"uniform mat4 modelViewMatrix;n" +
"uniform mat4 projectionMatrix;n" +
"attribute vec2 aTextureCoord;n" +
"varying vec2 vTextureCoord;n" +
"    void main(void) {n" +
"    vertexNormal; n" +               /* This line here */
"    gl_Position =  projectionMatrix * modelViewMatrix * vec4(vertexPos, 1.0); n" +
"    vTextureCoord = aTextureCoord;n"+
"}n";

事情可能会好起来的。如果是这种情况,很可能是因为WebGL优化了该属性,因为它没有被使用。

您为vertexAttribPointerenableVertexAttribArray指定了不正确的属性索引。您还没有提供用于设置这些值的代码,但您应该仔细检查代码中是否存在获取属性和统一位置的拼写错误。

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