Difference entre "glSubDataBuffer" et "glMapBuffer"
Bonjour,
J'utilise les VBO pour afficher mes objets colorés.
Souhaitant mettre à jour les couleurs suivants des variables qui changent à la volé, j'avais commencé à utiliser la methode suivante:
Code:
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|
GL.BindBuffer(BufferTarget.ArrayBuffer, VBOid1);
int j = 0;
for (int i = 0; i < xyz.Length; i += 3)
{
if (xyz[i + 2] < 0.3f)
{
if (zdiff[i / 3] > Z)
{
xyzcolor[j++]= OpenTK.Graphics.Color4.Red.R;
xyzcolor[j++] = OpenTK.Graphics.Color4.Transparent.G;
xyzcolor[j++] = OpenTK.Graphics.Color4.Transparent.B;
xyzcolor[j++] = OpenTK.Graphics.Color4.Transparent.A;
}
else
{
xyzcolor[j++] = OpenTK.Graphics.Color4.Transparent.R;
xyzcolor[j++] = OpenTK.Graphics.Color4.Green.G;
xyzcolor[j++] = OpenTK.Graphics.Color4.Transparent.B;
xyzcolor[j++] = OpenTK.Graphics.Color4.Transparent.A;
}
continue;
}
if (zdiff[i / 3] > Z)
{
xyzcolor[j++] = OpenTK.Graphics.Color4.Red.R;
xyzcolor[j++] = OpenTK.Graphics.Color4.Red.G;
xyzcolor[j++] = OpenTK.Graphics.Color4.Red.B;
xyzcolor[j++] = OpenTK.Graphics.Color4.Red.A;
}
else
{
xyzcolor[j++] = OpenTK.Graphics.Color4.Green.R;
xyzcolor[j++] = OpenTK.Graphics.Color4.Green.G;
xyzcolor[j++] = OpenTK.Graphics.Color4.Green.B;
xyzcolor[j++] = OpenTK.Graphics.Color4.Green.A;
}
}
GL.BufferSubData(BufferTarget.ArrayBuffer, new IntPtr(countv), countc, xyzcolor);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
} |
Qui marchait.
Ensuite, je me suis mis à mettre:
Code:
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| GL.BindBuffer(BufferTarget.ArrayBuffer, VBOid1);
float* ptr = (float*)GL.MapBuffer(BufferTarget.ArrayBuffer, BufferAccess.ReadWrite).ToPointer();
int j = 0;
for (int i = 0; i < xyz.Length; i += 3)
{
if (xyz[i + 2] < 0.3f)
{
if (zdiff[i / 3] > Z)
{
ptr[xyz.Length + j++] = OpenTK.Graphics.Color4.Red.R;
ptr[xyz.Length + j++] = OpenTK.Graphics.Color4.Transparent.G;
ptr[xyz.Length + j++] = OpenTK.Graphics.Color4.Transparent.B;
ptr[xyz.Length + j++] = OpenTK.Graphics.Color4.Transparent.A;
}
else
{
ptr[xyz.Length + j++] = OpenTK.Graphics.Color4.Transparent.R;
ptr[xyz.Length + j++] = OpenTK.Graphics.Color4.Green.G;
ptr[xyz.Length + j++] = OpenTK.Graphics.Color4.Transparent.B;
ptr[xyz.Length + j++] = OpenTK.Graphics.Color4.Transparent.A;
}
continue;
}
if (zdiff[i / 3] > Z)
{
ptr[xyz.Length + j++] = OpenTK.Graphics.Color4.Red.R;
ptr[xyz.Length + j++] = OpenTK.Graphics.Color4.Red.G;
ptr[xyz.Length + j++] = OpenTK.Graphics.Color4.Red.B;
ptr[xyz.Length + j++] = OpenTK.Graphics.Color4.Red.A;
}
else
{
ptr[xyz.Length + j++] = OpenTK.Graphics.Color4.Green.R;
ptr[xyz.Length + j++] = OpenTK.Graphics.Color4.Green.G;
ptr[xyz.Length + j++] = OpenTK.Graphics.Color4.Green.B;
ptr[xyz.Length + j++] = OpenTK.Graphics.Color4.Green.A;
}
}
GL.UnmapBuffer(BufferTarget.ArrayBuffer);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
} |
Sachant que pour la deuxieme methode, j'appelle Invalidate pour faire un redraw de la scene mais la couleur n'est pas mise à jour..Mais cette methode doit etre mieux coté code.
Merci.
quelle methode il faut utiliser