c++ - OpenGL 3.2 2D rendering issues -
I accept that I am not a graphics programmer first, so please with me Be bare) For some unusual reasons, when I make two phantom batches and attempt to draw only one frame of my screen (or around) halfway in half, "Lost"; This little campfire happens regardless of the position of the Sprite.
When rendering wireframe modes are the same results, it does not appear that a large black polygon is being prepared and overloaded under tilemap laying.
This is the code used to start OpenGL:
GlobalGone Mod (GL_fron_backback, GL_Fill); GlEnableClientState (GL_VERTEX_ARRAY); GlActiveTexture (GL_TEXTURE1); GlActiveTexture (GL_TEXTURE0); Gloditrange (0.0 f, 1.0f); GlEnable (GL_DEPTH_TEST); GlDisable (GL_CULL_FACE); GlEnable (GL_TEXTURE_2D); GlDisable (GL_LIGHTING); GlDepthFunc (GL_LEQUAL); GlDisable (GL_DITHER); GlClearDepth (1.0f); GlEnable (GL_CW); GlEnable (GL_BLEND); Globefenk (GLICCR_ALPHA, GL_ONMINUSISUSRCCLAAPHA); I uploaded the relevant code here:
SDL2 is used for window construction and context management, although I do not use anything else with SDL .
Any thoughts?
Thank you!
The problem was solved, after unloading the array / alarm buffers after calling GlDrawElements No.
It was to be kept after glDrawElements:
glBindVertexArray (0); Glubbind Buffer (GL_ARRAY_BUFFER, 0); Glubbind Buffer (GL_ELEMENT_ARRAY_BUFFER, 0);
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