OpenTK-VBO和Mesh,内存异常
本文关键字:内存 异常 Mesh OpenTK-VBO | 更新日期: 2023-09-27 18:24:55
我有一个类,我试图用它来渲染一个三角形,但它一直失败,我不知道为什么,有人能发现问题吗?我试过使用静态和动态vbo,但我一直遇到内存问题。
我收到的错误是:
"OpenTK.dll 中发生类型为"System.AccessViolationException"的未处理异常
附加信息:试图读取或写入受保护的内存。这通常表示其他内存已损坏。"
我的用法是:
var m = new Mesh();
m.Vertices = new float[] {
0, 0, 0,
5, 0, 0,
5, 5, 0
};
m._Indices = new ushort[] { 0, 1, 2 };
m.Init();
我的课是
namespace lolGL
{
using System;
using OpenTK.Graphics.OpenGL;
using OpenTK;
public class Mesh : Entity
{
public ushort[] _Indices = null;
int m_vertexBuffer = 0;
int m_indexBuffer = 0;
bool use16BitIndices
{
get { return Vertices.Length <= 65536; }
}
public Mesh() { }
public void Init()
{
GL.GenBuffers(1, out m_vertexBuffer);
GL.BindBuffer(BufferTarget.ArrayBuffer, m_vertexBuffer);
GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(BlittableValueType.StrideOf<float>(Vertices) * Vertices.Length), Vertices, BufferUsageHint.StaticDraw);
GL.GenBuffers(1, out m_indexBuffer);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, m_indexBuffer);
int indexSize = use16BitIndices ? sizeof(short) : sizeof(int);
GL.BufferData(BufferTarget.ElementArrayBuffer, new IntPtr(indexSize * _Indices.Length), _Indices, BufferUsageHint.StaticDraw);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
}
public override void Render(OpenTK.FrameEventArgs e)
{
GL.BindBuffer(BufferTarget.ArrayBuffer, m_vertexBuffer);
GL.BindBuffer(BufferTarget.ArrayBuffer, m_indexBuffer);
GL.EnableClientState(ArrayCap.VertexArray);
GL.VertexPointer(3, VertexPointerType.Float, Vector3.SizeInBytes, 0);
if (use16BitIndices)
GL.DrawElements(BeginMode.TriangleStrip, _Indices.Length, DrawElementsType.UnsignedShort, 0);
else
GL.DrawElements(BeginMode.TriangleStrip, _Indices.Length, DrawElementsType.UnsignedInt, 0);
GL.Disable(EnableCap.VertexArray);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
}
public override void EmptyBuffer()
{
Vertices = null;
_Indices = null;
}
public override void Dispose()
{
EmptyBuffer();
}
public override void Delete()
{
if (m_indexBuffer != 0)
GL.DeleteBuffers(1, ref m_indexBuffer);
if (m_vertexBuffer != 0)
GL.DeleteBuffers(1, ref m_vertexBuffer);
Dispose();
}
public override void ApplyColorMap(int[] colors)
{
throw new NotImplementedException();
}
}
}
在Render函数中,您将索引缓冲区绑定到错误的目标。
GL.BindBuffer(BufferTarget.ArrayBuffer, m_indexBuffer);
应为:
GL.BindBuffer(BufferTarget.ElementArrayBuffer, m_indexBuffer);
根据你最后解除绑定的方式,这可能只是一个拼写错误。
此外,与use16BitIndices
无关但你所做的全部事情都是错误的。重要的不是数组的长度,而是数组中每个元素的大小。如果有超过65536
个顶点,则需要值大于65536
的索引(ushort
无法处理)。在这种情况下,您需要上传一个int[]
。