如何在不违反 C++ 核心准则的情况下将整数转换为 void*?
这有效,但也会导致不要使用 reinterpret_cast (type.1)"警告:
This works but also results in "Don't use reinterpret_cast (type.1)" warning:
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 8,
reinterpret_cast<void*>(sizeof(GLfloat) * 3));
这不会编译:
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 8,
static_cast<void*>(sizeof(GLfloat) * 3));
这不会编译:
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 8,
dynamic_cast<void*>(sizeof(GLfloat) * 3));
这显然有效,但在 C++ 中似乎是一个很大的禁忌(不要使用 C 风格的强制转换(type.4)")
This obviously works but seems to be a big no-no in C++ ("Don't use C-style casts (type.4)")
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 8,
(void*)(sizeof(GLfloat) * 3));
我应该忽略关于 reinterpret_cast
的警告吗?
Should i just ignore the warning about the reinterpret_cast
?
推荐答案
当您进行低级编程时,您偶尔会不得不做一些 C++ 核心指南规定您不应该做的事情.因此,只需执行这些操作,要么接受警告",要么关闭该特定指南(可能在每个文件的基础上).
When you're doing low-level programming, you will occasionally have to do things that the C++ core guidelines say you shouldn't do. So just do them and either live with the "warning" or turn off that specific guideline (possibly on a per-file basis).
话虽如此,需要这种特殊的低级欺骗完全是因为 OpenGL 在其顶点规范 API 中的愚蠢.该值应该是某种整数字节偏移量,而不是转换为另一方将转换回偏移量的指针的偏移量.
That having been said, the need for this particular bit of low-level fudgery is solely because of OpenGL's stupidity in its vertex specification API. That value ought to be an integer byte offset of some sort, not an offset cast to a pointer which the other side will cast back to an offset.
所以最好完全避免使用糟糕的 API.使用单独的属性格式规范,而不是旧式的glVertexAttribPointer
.它几乎在各个方面都优越.它会将您的代码从:
So it would be better to just avoid the bad API altogether. Use separate attribute format specification rather than the old-style glVertexAttribPointer
. It's superior in pretty much every way. It will turn your code from:
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 8,
reinterpret_cast<void*>(sizeof(GLfloat) * 3));
到
glVertexAttribFormat(1, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 3); //Offset specified as integer.
glVertexAttribBinding(1, 0); //You seem to be using multiple attributes with a stride, so they should use the same buffer binding.
//Some later point when you're ready to provide a buffer.
glBindVertexBuffer(0, buffer_obj, 0, sizeof(GLfloat) * 8); //Stride goes into the buffer binding.
看,根本没有演员.
遗憾的是,glDrawElements
函数系列没有替代方案,因此您仍会收到此警告.
Unfortunately, there are no alternatives for the glDrawElements
family of functions, so you're still going to get this warning.
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