GLSL Probleme mit Texturcoordinaten.



  • Hallo zusammen.

    Ich beschäftige mich gerade mit einer kleinen Übung in OpenGL unter Visual Studio 2015 C++.

    Ich habe Probleme mit dem Aufruf von glVertexAttributePointer für meine Texturcoordinaten (Errorcode 1281 "INVALID VALUE".

    Erst mal mein Vertex-Shader.

    uniform mat4 mVPMatrix;
    
    attribute vec2 vUVCoord;
    
    varying vec2 uTexCoord;
    
    void main()
    {
    	uTexCoord=vUVCoord;
    	gl_Position=mVPMatrix *  gl_Vertex;
    }
    

    Der betrefende Header:

    #pragma once
    class Plane {
    public:
    	Plane(GLint Prg);
    	~Plane();
    
    	void Draw(glm::mat4 mVPMatrix,GLuint TextureID);
    
    private:
    	GLuint VertexBuffer, IndexBuffer, UVBuffer;
    
    	GLfloat Vertices[12] = {
    		-.5, .5,-5,
    		 .5, .5,-5,
    		 .5,-.5,-5,
    		-.5,-.5,-5
    	};
    	GLfloat UV[8] = {
    		0.0, 1.0,
    		1.0, 1.0,
    		1.0, 0.0,
    		0.0, 0.0
    	};
    
    	GLbyte Indices[6] = {
    		0,1,2,
    		2,3,0
    	};
    };
    

    Und jetzt der Quelltext:
    Der Fehler entsteht in Zeile 73.

    #include <windows.h>
    #include <glew.h>
    #include <iostream>
    #include <stdio.h>
    #include <matrix_transform.hpp>
    #include <type_ptr.hpp>
    #include "Plane.h"
    
    #define BUFFER_OFFSET(i) ((void*)(i))
    
    GLint Shader, mVPMatrixLocation,vUVLocation,sTexturLocation;
    
    void CheckError(LPCWSTR text)
    {
    	GLenum Error = glGetError();
    	if (Error != GL_NO_ERROR)
    	{
    		MessageBox(NULL, text, L"Error", MB_OK);
    	}
    
    }
    
    Plane::Plane(GLint Prg)
    {
    	Shader = Prg;
    
    	mVPMatrixLocation = glGetUniformLocation(Prg, "mVPMatrix");
    	CheckError(L"Matrix location error !");
    
    	vUVLocation = glGetAttribLocation(Shader, "vUVCoord");
    	CheckError(L"UV location error !");
    
    	sTexturLocation = glGetUniformLocation(Shader, "myTexture");
    	CheckError(L"Textur location error !");
    
    	glGenBuffers(1, &VertexBuffer);
    	glBindBuffer(GL_ARRAY_BUFFER, VertexBuffer);
    	glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW);
    
    	glGenBuffers(1, &UVBuffer);
    	glBindBuffer(GL_ARRAY_BUFFER, UVBuffer);
    	glBufferData(GL_ARRAY_BUFFER, sizeof(UV), UV, GL_STATIC_DRAW);
    	CheckError(L"Buffer UV error !");
    
    	glGenBuffers(1, &IndexBuffer);
    	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IndexBuffer);
    	glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(Indices), Indices, GL_STATIC_DRAW);
    }
    
    Plane::~Plane()
    {
    	glDeleteBuffers(1, &VertexBuffer);
    	glDeleteBuffers(1, &UVBuffer);
    	glDeleteBuffers(1, &IndexBuffer);
    }
    
    void Plane::Draw(glm::mat4 mVPMatrix,GLuint TextureID)
    {
    	glBindBuffer(GL_ARRAY_BUFFER, VertexBuffer);
    	glEnableClientState(GL_VERTEX_ARRAY);
    	glVertexPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0));   //The starting point of the VBO, 	glBindBuffer(GL_ARRAY_BUFFER, VertexBuffer);
    
    	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IndexBuffer);
    	CheckError(L"BindBuffer Index");
    
    	glUseProgram(Shader);
    
    	glBindBuffer(GL_ARRAY_BUFFER, UVBuffer);
    	CheckError(L"BindBuffer UV error !");
    
    	glVertexAttribPointer(vUVLocation, 2, GL_FLOAT, false, 0, 0);
    	CheckError(L"Attributepointer error !");
    
    	glEnableVertexAttribArray(vUVLocation);
    	CheckError(L"Enable UV location error !");
    
    	glEnable(GL_TEXTURE_2D);
    	CheckError(L"Enable Texture error !");
    
    	glActiveTexture(GL_TEXTURE0);
    	CheckError(L"Activate Texture error !");
    
    	glBindTexture(GL_TEXTURE_2D, TextureID);
    	CheckError(L"Bind texture error !");
    
    	glUniform1i(sTexturLocation,0);
    	CheckError(L"Texture put to shader error !");
    
    	glUniformMatrix4fv(mVPMatrixLocation, 1, GL_FALSE,glm::value_ptr(mVPMatrix));
    
    	glDrawElements(GL_TRIANGLES, 12, GL_UNSIGNED_BYTE, 0);
    	CheckError(L"Draw error");
    
    	glDisableVertexAttribArray(0);
    	glDisableClientState(GL_ARRAY_BUFFER);
    }
    

    Ich weiss nicht was da schiefläuft.

    Danke . 🙂



  • Habe im Fragmentshader statt

    varying uTexCoord

    varying vTexCoord

    angegeben.

    Warum sich das mit dem belegen der attribute Variable geschnitten hat weiss ich nicht.
    Aber jetzt funzt es.

    Danke für reinschauen.


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