So, Vertex Arrays laufen, allerdings ohne VBO... Ich zeig euch mal meine Klasse die später eine Karte ala Minecraft zeichnen soll:
Externes Originalbild anzeigen (
Link )
(Minecraft:
http://minecraft.net/ )
C-/C++-Quelltext
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class Map{
private :
GLuint m_buffer;
vector< float > m_blocks;
vector< unsigned int > m_share;
float m_blockSize;
unsigned int m_size;
public :
Map(float bs){
m_size = 0 ;
m_blockSize = bs;
}
void add(float x, float y, float z){
m_blocks.push_back(x* m_blockSize);
m_blocks.push_back(y* m_blockSize);
m_blocks.push_back(z* m_blockSize);
m_blocks.push_back(x* m_blockSize+ m_blockSize);
m_blocks.push_back(y* m_blockSize);
m_blocks.push_back(z* m_blockSize);
m_blocks.push_back(x* m_blockSize+ m_blockSize);
m_blocks.push_back(y* m_blockSize);
m_blocks.push_back(z* m_blockSize+ m_blockSize);
m_blocks.push_back(x* m_blockSize);
m_blocks.push_back(y* m_blockSize);
m_blocks.push_back(z* m_blockSize+ m_blockSize);
m_blocks.push_back(x* m_blockSize);
m_blocks.push_back(y* m_blockSize+ m_blockSize);
m_blocks.push_back(z* m_blockSize);
m_blocks.push_back(x* m_blockSize+ m_blockSize);
m_blocks.push_back(y* m_blockSize+ m_blockSize);
m_blocks.push_back(z* m_blockSize);
m_blocks.push_back(x* m_blockSize+ m_blockSize);
m_blocks.push_back(y* m_blockSize+ m_blockSize);
m_blocks.push_back(z* m_blockSize+ m_blockSize);
m_blocks.push_back(x* m_blockSize);
m_blocks.push_back(y* m_blockSize+ m_blockSize);
m_blocks.push_back(z* m_blockSize+ m_blockSize);
m_share.push_back(0 + m_size* 8 ); // Boden
m_share.push_back(1 + m_size* 8 );
m_share.push_back(3 + m_size* 8 );
m_share.push_back(1 + m_size* 8 );
m_share.push_back(2 + m_size* 8 );
m_share.push_back(3 + m_size* 8 );
m_share.push_back(5 + m_size* 8 ); // Deckel
m_share.push_back(6 + m_size* 8 );
m_share.push_back(7 + m_size* 8 );
m_share.push_back(4 + m_size* 8 );
m_share.push_back(5 + m_size* 8 );
m_share.push_back(7 + m_size* 8 );
m_share.push_back(0 + m_size* 8 ); // Wand 1
m_share.push_back(1 + m_size* 8 );
m_share.push_back(4 + m_size* 8 );
m_share.push_back(1 + m_size* 8 );
m_share.push_back(5 + m_size* 8 );
m_share.push_back(4 + m_size* 8 );
m_share.push_back(1 + m_size* 8 ); // Wand 2
m_share.push_back(2 + m_size* 8 );
m_share.push_back(5 + m_size* 8 );
m_share.push_back(2 + m_size* 8 );
m_share.push_back(6 + m_size* 8 );
m_share.push_back(5 + m_size* 8 );
m_share.push_back(2 + m_size* 8 ); // Wand 3
m_share.push_back(3 + m_size* 8 );
m_share.push_back(6 + m_size* 8 );
m_share.push_back(3 + m_size* 8 );
m_share.push_back(7 + m_size* 8 );
m_share.push_back(6 + m_size* 8 );
m_share.push_back(3 + m_size* 8 ); // Wand 4
m_share.push_back(0 + m_size* 8 );
m_share.push_back(7 + m_size* 8 );
m_share.push_back(0 + m_size* 8 );
m_share.push_back(4 + m_size* 8 );
m_share.push_back(7 + m_size* 8 );
m_size++ ;
}
void draw(){
glColor3f(1 .0 , 1 .0 , 1 .0 );
glVertexPointer(3 , GL_FLOAT, 0 , & m_blocks[0 ]);
glEnableClientState(GL_VERTEX_ARRAY);
glDrawElements(GL_TRIANGLES, m_share.size(), GL_UNSIGNED_INT, & m_share[0 ]);
glDisableClientState(GL_VERTEX_ARRAY);
/*glBindBuffer(GL_ARRAY_BUFFER, m_buffer);
glBufferData(GL_ARRAY_BUFFER, size*3, &m_blocks[0], GL_STATIC_DRAW);
glVertexPointer(size, GL_FLOAT, 0, 0);
glEnableClientState(GL_VERTEX_ARRAY);
glDrawArrays(GL_TRIANGLES, 0, m_size*3);
glDisableClientState(GL_VERTEX_ARRAY);*/
}
};
Erstmal: ist es effektiv so Würfel zu zeichnen?
Zweitens: Warum funktioniert mein VBO nicht? Ich hab das jetzt noch nicht an glDrawElements angepasst (waren vorher nur Dreiecke), glGenBuffers(1, &m_buffer); hätte ich jetzt im Konstruktor aufgerufen... Allerdings kommt da wieder:
Unbehandelte Ausnahme bei 0x00000000 in Minecraft Klon.exe: 0xC0000005: Access violation.
MfG DK