From 0e54bfedb54a71b851b21c527d14faa1fc8640d9 Mon Sep 17 00:00:00 2001 From: Meow J Date: Thu, 20 Jul 2017 00:41:00 +0800 Subject: [PATCH] Fix the code in 03-02 --- docs/03 Model Loading/02 Mesh.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/docs/03 Model Loading/02 Mesh.md b/docs/03 Model Loading/02 Mesh.md index bd6fa17..1d9fc3b 100644 --- a/docs/03 Model Loading/02 Mesh.md +++ b/docs/03 Model Loading/02 Mesh.md @@ -82,11 +82,11 @@ void setupMesh() glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); - glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), vertices[0], GL_STATIC_DRAW); + glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), - indices[0], GL_STATIC_DRAW); + &indices[0], GL_STATIC_DRAW); // 顶点位置 glEnableVertexAttribArray(0); @@ -117,7 +117,7 @@ vertex.TexCoords = glm::vec2(1.0f, 0.0f); 由于有了这个有用的特性,我们能够直接传入一大列的Vertex结构体的指针作为缓冲的数据,它们将会完美地转换为glBufferData所能用的参数: ```c++ -glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), vertices[0], GL_STATIC_DRAW); +glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW); ``` 自然`sizeof`运算也可以用在结构体上来计算它的字节大小。这个应该是32字节的(8个float * 每个4字节)。