c – OpenGL glGetError 1281坏值

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我正在使用带有顶点和着色器的OpenGL,我的屏幕上没有显示任何内容,因此我使用glGetError进行调试:我的一个名为color_array_buffer的缓冲区出现了错误1281(错误值),这里是我正在讨论的部分:
GLenum error =  glGetError();
if(error) {
    cout << error << endl; 
    return ;
} else {
    cout << "no error yet" << endl;
}
//no error


// Get a handle for our "myTextureSampler" uniform
    GLuint TextureID  = glGetUniformLocation(shaderProgram,"myTextureSampler");
    if(!TextureID)
        cout << "TextureID not found ..." << endl;

// Bind our texture in Texture Unit 0
    glActiveTexture(GL_TEXTURE0);
    sf::Texture::bind(texture);
// Set our "myTextureSampler" sampler to user Texture Unit 0
    glUniform1i(TextureID,0);
// 2nd attribute buffer : UVs
    GLuint vertexUVID = glGetAttribLocation(shaderProgram,"color");
    if(!vertexUVID)
        cout << "vertexUVID not found ..." << endl;
    glEnableVertexAttribArray(vertexUVID);
    glBindBuffer(GL_ARRAY_BUFFER,color_array_buffer);
    glVertexAttribPointer(vertexUVID,2,GL_FLOAT,GL_FALSE,0);

error =  glGetError();
if(error) {
    cout << error << endl; 
    return ;
}
//error 1281

这是我将缓冲区链接到数组的代码

if (textured) {
        texture = new sf::Texture();
    if(!texture->loadFromFile("textures/simple.jpeg"/*,sf::IntRect(0,128,128)*/))
        std::cout << "Error loading texture !!" << std::endl;
        glGenBuffers(1,&color_array_buffer);
        glBindBuffer(GL_ARRAY_BUFFER,color_array_buffer);
        glBufferData(GL_ARRAY_BUFFER,uvs.size() * sizeof(glm::vec3),&uvs[0],GL_STATIC_DRAW);
    }

和我的uvs值:

uvs [0]:0.748573-0.750412

uvs [1]:0.749279-0.501284

uvs [2]:0.99911-0.501077

uvs [3]:0.999455-0.75038

uvs [4]:0.250471-0.500702

uvs [5]:0.249682-0.749677

uvs [6]:0.001085-0.75038

uvs [7]:0.001517-0.499994

uvs [8]:0.499422-0.500239

uvs [9]:0.500149-0.750166

uvs [10]:0.748355-0.99823

uvs [11]:0.500193-0.998728

uvs [12]:0.498993-0.250415

uvs [13]:0.748953-0.25092

我做错了什么,如果有人可以帮助我那会很棒.

解决方法

您检查glGetAttribLocation()无法找到该属性是不正确的:
GLuint vertexUVID = glGetAttribLocation(shaderProgram,"color");
if(!vertexUVID)
    cout << "vertexUVID not found ..." << endl;

glGetAttribLocation()返回GLint(不是GLuint),如果在程序中找不到具有给定名称属性,则结果为-1.由于您将值赋值给无符号变量,因此它最终将成为最大的无符号变量,如果您之后将其传递给glEnableVertexAttribArray(),那么这将是无效参数.

你的代码应该是这样的:

GLint vertexUVID = glGetAttribLocation(shaderProgram,"color");
if(vertexUVID < 0)
    cout << "vertexUVID not found ..." << endl;

请注意,0是完全有效的属性位置.

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