我创建了一个从高度图文件加载地形点的类;但是吸引它们会导致崩溃。我将错误范围缩小到返回1281的glvertexpointer()函数(我被认为相信的值无效)。我已经经历了整个65k的观点,似乎找不到问题。在渲染循环中发生在此之前的唯一其他事情是设置GL_Provoction和gl_modelview以及glclear()(显然是在此绘制呼叫后的交换缓冲区)。
class Terrain : public Model
{
public:
Terrain(char* pFile){
if(!LoadTerrain(pFile))
{
OutputDebugString("Loading terain failed.n");
}
};
~Terrain(){};
void Draw()
{
glPushMatrix();
//glEnableClientState(GL_VERTEX_ARRAY); // Depreciated? Causes crash
glBindBuffer(GL_ARRAY_BUFFER, mVBO);
glVertexPointer(mNumberPoints, GL_FLOAT, 0, (GLvoid*)((char*)NULL));
GLenum a = glGetError(); // 1281
glPointSize(5.0f);
glDrawArrays(GL_POINTS, 0, mNumberPoints);
glBindBuffer(GL_ARRAY_BUFFER, 0);
//glDisableClientState(GL_VERTEX_ARRAY);
glPopMatrix();
}
private:
GLuint mVBO;
int mWidth;
int mHeight;
int mNumberPoints;
bool LoadTerrain(char* pFile)
{
FILE* filePtr;
int error;
unsigned int count;
BITMAPFILEHEADER bfh;
BITMAPINFOHEADER bih;
int imageSize, i, j, k, index;
unsigned char* bitmapImage;
unsigned char height;
error = fopen_s(&filePtr, pFile, "rb");
if(error)
return false;
count = fread(&bfh, sizeof(BITMAPFILEHEADER), 1, filePtr);
if(count != 1)
return false;
count = fread(&bih, sizeof(BITMAPINFOHEADER), 1, filePtr);
if(count != 1)
return false;
mWidth = bih.biWidth;
mHeight = bih.biHeight;
mNumberPoints = mWidth * mHeight;
imageSize = mWidth * mHeight * 3; // 3 values * width * height = total data size
bitmapImage = new unsigned char[imageSize];
fseek(filePtr, bfh.bfOffBits, SEEK_SET);
count = fread(bitmapImage, 1, imageSize, filePtr);
if(count != imageSize)
return false;
error = fclose(filePtr);
if(error)
return false;
float* mapArray = new float[imageSize];
k = 0;
for(j = 0; j < mHeight; j++)
{
for(i = 0; i < mWidth; i++)
{
height = bitmapImage[k];
index = (mHeight * j) + i;
mapArray[k++] = (float)i;
mapArray[k++] = (float)height;
mapArray[k++] = (float)j;
/*OutputDebugString(convertInt(i).c_str());
OutputDebugString(",");
OutputDebugString(convertInt(height).c_str());
OutputDebugString(",");
OutputDebugString(convertInt(j).c_str());
OutputDebugString("n");*/
}
}
// COPY MAP ARRAY INTO BUFFERS
glGenBuffers(1, &mVBO);
glBindBuffer(GL_ARRAY_BUFFER, mVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * imageSize, mapArray, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
delete [] bitmapImage;
bitmapImage = 0;
return true;
};
string convertInt(int number)
{
if (number == 0)
return "0";
string temp="";
string returnvalue="";
while (number>0)
{
temp+=number%10+48;
number/=10;
}
for (int i=0;i<temp.length();i++)
returnvalue+=temp[temp.length()-i-1];
return returnvalue;
}
};
以下代码段表明您不正确地使用glvertexpointer的第一个参数:
glVertexPointer(mNumberPoints, GL_FLOAT, 0, (GLvoid*)
[...]
glDrawArrays(GL_POINTS, 0, mNumberPoints);
它应该是您位置向量每个顶点的组件数量,并且只有2、3或4在这里有效。您似乎使用3D帖子,所以3是正确的值。