How do I make this simple OpenGL code (works in a “lenient” 3.3 and 4.2 profile) work in a strict 3.2 and 4.2 core profile?

一笑奈何 提交于 2019-12-05 05:39:14

You're not creating/binding a Vertex Array Object with glGenVertexArrays() and glBindVertexArray(). VAOs encapsulate a bunch of vertex attribute state, including which attributes are enabled, detailed per-attribute information, etc. They were optional when the feature was originally introduced, but they're now required in strict/core contexts according to section 10.4 of the OpenGL core specification:

An INVALID_OPERATION error is generated by any commands which modify, draw from, or query vertex array state when no vertex array is bound. This occurs in the initial GL state, and may occur as a result of BindVertexArray or a side effect of DeleteVertexArrays.

Here's a very rough example of how VAOs are used:

// At initialization time:
GLuint vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
// Set up your vertex attribute state:
//  - glBindBuffer(GL_ARRAY_BUFFER,...);
//  - glEnableVertexAttribArray(...);
//  - glVertexAttribPointer(...);
//  - etc. -- Refer to OpenGL docs to see what is/isn't included in the VAO!
glBindVertexArray(0); // unbinds vao

// At draw time:
glBindVertexArray(vao); // automatically sets up previously-bound vertex attribute state
glDrawArrays(...);
glBindVertexArray(0); // unbinds vao
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