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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"><html><head><!-- 这篇文章由Dancingwind翻译,作者的联系方式zhouwei02@mails.tsinghua.edu.cn --><title>NeHe OpenGL教程第四十五课,DancingWind翻译</title>


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      <td align="center" valign="center"><div align="center"><font class="text"><font class="theme" size="+3"><b><i>第45课</i></b></font></font></div></td>
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            <td width="30%"><img src="Tutorial_45_files/lesson45.jpg" height="180" width="240"></td>
            <td width="70%"><p><font><b>顶点缓存</b></font></p>
              <p><font size="3">你想更快地绘制么?直接操作显卡吧,这可是当前的图形技术,不要犹豫,我带你入门。接下来,你自己向前走吧。</font></p></td>
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    <td class="l"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td>
      <td class="back3" valign="top" width="100%">速度是3D程序中最重要的指标,你必须限制绘制的多边形的个数,或者提高显卡绘制多边形的效率。显卡最近增加了一个新的扩展,叫做顶点缓存VS,它直接把顶点放置在显卡中的高速缓存中,极大的增加了绘制速度。<br>
        在这个教程里,我们会加载一个高度图,使用顶点数组高效的把网格数据发送到OpenGL里,并使用VBO扩展把顶点数据放入高效的显存里。<br>
        现在让我们开始吧,我们先来定义一些程序参数。
<p>&nbsp;</p>
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<pre>#define MESH_RESOLUTION 4.0f							<span class="theme">// 每个顶点使用的像素</span><br>#define MESH_HEIGHTSCALE 1.0f							<span class="theme">// 高度的缩放比例</span><br>//#define NO_VBOS								<span class="theme">// 如果定义将不使用VBO扩展</span></pre>
<pre><span class="theme">// 定义VBO扩展它们在glext.h头文件中被定义</span><br>#define GL_ARRAY_BUFFER_ARB 0x8892<br>#define GL_STATIC_DRAW_ARB 0x88E4<br>typedef void (APIENTRY * PFNGLBINDBUFFERARBPROC) (GLenum target, GLuint buffer);<br>typedef void (APIENTRY * PFNGLDELETEBUFFERSARBPROC) (GLsizei n, const GLuint *buffers);<br>typedef void (APIENTRY * PFNGLGENBUFFERSARBPROC) (GLsizei n, GLuint *buffers);<br>typedef void (APIENTRY * PFNGLBUFFERDATAARBPROC) (GLenum target, int size, const GLvoid *data, GLenum usage);</pre>
<p><span class="theme">// VBO 扩展函数的指针</span><br>
  PFNGLGENBUFFERSARBPROC glGenBuffersARB = NULL; <span class="theme">// 创建缓存名称</span><br>
  PFNGLBINDBUFFERARBPROC glBindBufferARB = NULL; <span class="theme">// 绑定缓存</span><br>
  PFNGLBUFFERDATAARBPROC glBufferDataARB = NULL; <span class="theme">// 绑定缓存数据</span><br>
  PFNGLDELETEBUFFERSARBPROC glDeleteBuffersARB = NULL; <span class="theme">// 
  删除缓存</span></p>
<p></p>
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    <td class="l"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td>
    <td class="back3" valign="top" width="100%"><p>现在我们来定义自己的网格类:</p>
        </td>
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<pre>class CVert														<span class="theme">// 顶点类</span>
{
public:
	float x;													
	float y;													
	float z;													
};
typedef CVert CVec;												

class CTexCoord													<span class="theme">// 纹理坐标类</span>
{
public:
	float u;													
	float v;													

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