Я пытаюсь запустить простой VBO. Но когда я звоню
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex)*vertexcount, vertices, GL_STATIC_DRAW);
он просто аварийно завершает работу, но только когда vertexcount превышает 1531. И да, массив «вершин» хранит, точнее, достаточно выделенного пространства для более чем 1531 элемента.
Это моя структура Vertex:
typedef struct{
float x, y, z;
float nx, ny, nz;
float u, v;
}Vertex, vertex;
Так что должно быть 32 байта.
32 байта * 1531 = 48992 байта = 48 КБ.
Но 48 КБ, кажется, не слишком высоки для нормального VBO? Я не понимаю, что происходит.
Edit:
Windows Xp 32bit Service Pack 3
Nvidia GeForce 9800GT 1024 МБ
Edit2:
Короткая версия моего полного кода:
(интересная часть внизу)
#include <windows.h>
#include <glew.h>
#include <wglew.h>
#include <gl3.h>
#include <gl/glu.h>
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
typedef struct{
float x, y, z;
float nx, ny, nz;
float u, v;
}Vertex, vertex;
typedef struct{
int first, second, third;
}VertexIndex, vertexindex, vindex, Vindex;
typedef struct{
unsigned int vao;
unsigned int vertexcount, indexcount;
}Mesh, mesh;
typedef struct{
HWND hwnd;
HDC hdc;
HGLRC hrc;
}GLWindow, Window, window;
void WindowShenanigans(Window *w, HINSTANCE *hinstance, WNDPROC WindowProc)
{
HWND tmp_hwnd;
WNDCLASS wndclass;
ZeroMemory(&wndclass, sizeof(WNDCLASS));
wndclass.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC | CS_GLOBALCLASS;
wndclass.cbClsExtra = 0;
wndclass.cbWndExtra = 0;
wndclass.lpszMenuName = 0;
wndclass.hIcon = 0;
wndclass.hInstance = *hinstance;
wndclass.lpszClassName = "glclass";
wndclass.hbrBackground = (HBRUSH)(COLOR_APPWORKSPACE);
wndclass.hCursor = LoadCursor(0, IDC_ARROW);
wndclass.lpfnWndProc = WindowProc;
if(RegisterClass(&wndclass) == 0)
{
return;
}
ShowCursor(TRUE);
tmp_hwnd = CreateWindowA ( "glclass",
"bla",
WS_BORDER | WS_CAPTION | WS_SYSMENU,
0, 0,
600,
800,
HWND_DESKTOP,
NULL,
hinstance,
NULL);
w->hwnd = tmp_hwnd;
unsigned int PixelFormat;
PIXELFORMATDESCRIPTOR pfd;
pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR);
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 32;
pfd.cDepthBits = 16;
pfd.cStencilBits = 32;
pfd.iLayerType = PFD_MAIN_PLANE;
w->hdc = GetDC(w->hwnd);
PixelFormat = ChoosePixelFormat(w->hdc, &pfd);
SetPixelFormat(w->hdc, PixelFormat, &pfd);
int attrib[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
WGL_CONTEXT_MINOR_VERSION_ARB, 2,
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
0
}; //OpenGL Context
HGLRC tmphrc = wglCreateContext(w->hdc);
wglMakeCurrent (w->hdc, tmphrc);
PFNWGLCREATEBUFFERREGIONARBPROC wglCreateContextAttribsARB = (PFNWGLCREATEBUFFERREGIONARBPROC)wglGetProcAddress( "wglCreateContextAttribsARB" );
w->hrc = (HGLRC)wglCreateContextAttribsARB( w->hdc, 0, (UINT)attrib ) ;
ShowWindow(w->hwnd, SW_SHOW);
UpdateWindow(w->hwnd);
}
LRESULT CALLBACK WindowProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam)
{
switch(msg)
{
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
}
case WM_CLOSE:
{
PostQuitMessage(0);
return 0;
}
case WM_CREATE:
{
}
break;
case WM_SIZE:
{
}
break;
case WM_PAINT:
{
}
break;
}
return DefWindowProc(hwnd, msg, wparam, lparam);
}
BOOL ProcessMessage(MSG *msg)
{
if(GetMessage(msg, NULL, 0, 0) != 0)
{
TranslateMessage(msg);
DispatchMessage(msg);
return TRUE;
}
else
{
return FALSE;
}
}
///////////////////////////////////////////////////////////////////////////////////////////
void DataUpload(Mesh *m, Vindex *indices, Vertex *vertices)
{
unsigned int vbo, index_vbo;
glGenVertexArrays(1, &m->vao);
glBindVertexArray(m->vao);
glGenBuffers(1, &index_vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_vbo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int)*3500, indices, GL_STATIC_DRAW);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
// MessageBox(HWND_DESKTOP, "3..2..1..", "", MB_OK);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex)*3500, vertices, GL_STATIC_DRAW);
// MessageBox(HWND_DESKTOP, "YEA", "", MB_OK);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), BUFFER_OFFSET(0));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), BUFFER_OFFSET(sizeof(float)*3));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), BUFFER_OFFSET(sizeof(float)*6));
glBindVertexArray(0);
}
void MeshGenerate(Mesh *m, float x, float y, float z)
{
int i;
Vertex *vertices;
Vindex *indices;
m->vertexcount = 3500;
m->indexcount = 3500;
vertices = malloc(3500*sizeof(vertex));
indices = malloc(3500*sizeof(vindex));
for(i = 0; i<3500; i++)
{
vertices[i].x = 1.0f;
vertices[i].y = 1.0f;
vertices[i].z = 1.0f;
vertices[i].nx = 1.0f;
vertices[i].ny = 1.0f;
vertices[i].nz = 1.0f;
vertices[i].u = 1.0f;
vertices[i].v = 1.0f;
}
for(i = 0; i<3500; i++)
{
indices[i].first = 1;
indices[i].second = 1;
indices[i].third = 1;
}
DataUpload(m, vertices, indices);
return;
}
int WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hprevinstance, LPSTR lpcmdline, int nshowcmd)
{
MSG msg;
BOOL isActive = 1;
window w;
WindowShenanigans(&w, &hinstance, WindowProc);
glewInit();
Mesh m;
MeshGenerate(&m, 1.0f, 1.0f, 1.0f);
while(isActive == 1)
{
SwapBuffers(w.hdc);
isActive = ProcessMessage(&msg);
}
return msg.wParam;
}
////////////////////////////////////////////////////////////////////////////////