如何在 ANSI C 中使用 glDrawVertex() 函数

3

我尝试使用glDrawArrays(),但每次调用glDrawArrays都会出现分段错误。我做错了什么吗?

/*MESH*/
struct Mesh
{
 GLsizei numVertices;
 GLfloat vertices[48];
} m;

static void meshCreate(struct Mesh *mesh)
{
 mesh->vertices[0] = 0.000000f;
 mesh->vertices[1] = -0.000000f;
 mesh->vertices[2] = -0.800000f;
 mesh->vertices[3] = 0.000000f;
 mesh->vertices[4] = 0.158333f;
 mesh->vertices[5] = -0.177084f;
 mesh->vertices[6] = 0.300000f;
 mesh->vertices[7] = -0.000000f;
 mesh->vertices[8] = -0.300000f;
 mesh->vertices[9] = -0.300000f;
 mesh->vertices[10] = -0.000000f;
 mesh->vertices[11] = -0.300000f;
 mesh->vertices[12] = 0.300000f;
 mesh->vertices[13] = 0.000000f;
 mesh->vertices[14] = 0.300000f;
 mesh->vertices[15] = -0.300000f;
 mesh->vertices[16] = 0.000000f;
 mesh->vertices[17] = 0.300000f;
 mesh->vertices[18] = 0.177084f;
 mesh->vertices[19] = 0.158333f;
 mesh->vertices[20] = -0.000000f;
 mesh->vertices[21] = 0.800000f;
 mesh->vertices[22] = -0.000000f;
 mesh->vertices[23] = -0.000000f;
 mesh->vertices[24] = -0.177083f;
 mesh->vertices[25] = 0.158333f;
 mesh->vertices[26] = -0.000000f;
 mesh->vertices[27] = -0.800000f;
 mesh->vertices[28] = -0.000000f;
 mesh->vertices[29] = -0.000000f;
 mesh->vertices[30] = 0.000000f;
 mesh->vertices[31] = 0.158333f;
 mesh->vertices[32] = 0.177083f;
 mesh->vertices[33] = 0.000000f;
 mesh->vertices[34] = 0.000000f;
 mesh->vertices[35] = 0.800000f;
 mesh->vertices[36] = 0.000000f;
 mesh->vertices[37] = -0.158333f;
 mesh->vertices[38] = -0.177084f;
 mesh->vertices[39] = 0.177084f;
 mesh->vertices[40] = -0.158333f;
 mesh->vertices[41] = -0.000000f;
 mesh->vertices[42] = -0.177083f;
 mesh->vertices[43] = -0.158333f;
 mesh->vertices[44] = -0.000000f;
 mesh->vertices[45] = 0.000000f;
 mesh->vertices[46] = -0.158333f;
 mesh->vertices[47] = 0.177083f;

 mesh->numVertices = 48;

 logAdd(&gameLog, "Info: Mesh loaded.");
}

static void meshRender(struct Mesh *mesh)
{
 glVertexPointer(3, GL_FLOAT, 0, mesh->vertices);
 glDrawArrays(GL_QUADS, 0, mesh->numVertices); //<- here segmentation fault
}

//edit

meshCreate(&m); //OK
printf("%f", m.vertices[47]);//OK - variable m exists and has good values

//begin of loop
glClear();
meshRender(&m); //<-segfault
glfwSwapBuffers();

你是否实际为网格分配了内存? - Rekin
printf("%f", m.vertices[47]); 显示结构体网格一切正常。 - BPS
1个回答

4

来自规范:

count : Specifies the number of indices to be rendered.

您每个索引有3个坐标,因此

glDrawArrays(GL_QUADS, 0, mesh->numVertices / 3)

不幸的是,这并没有解决问题。Segfault 仍然存在 :] - BPS
你是否绑定了顶点数组?glBindVertexArray(vertexArrayId); - Calvin1602
@Calvin,glBindVertexArrays用于使用VAOs,但此处并不需要或使用它们。 - Dr. Snoopy
你正在绘制四边形,所以应该是 /4 而不是 /3。 - Dr. Snoopy
@Matias:你确定是除以4吗?这意味着有48/4个索引... - Calvin1602
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