C ++ - 浮点数组不在某个非常大的索引之后存储值
C++ - Float array not storing values after a certain very large index
在我的程序中,我使用 Perlin 噪声创建地形。地形生成正确,现在我正在尝试将计算出的法线存储到一个名为 normals 的浮点数组中。它正确地将法线存储到某个索引,但随后它只存储 0。这是我的代码:
float frequency = 8;
float flagVertices[ N*N*VALS_PER_VERT*VERTICES_PER_QUAD ];
float normals[ N*N*VALS_PER_VERT*VERTICES_PER_QUAD ];
int idxFlag = 0;
int normFlag = 0;
for (int i=0;i < N;i++){
for (int j=0;j < N;j++){
// *** Face 1 ***
// (0,0)
flagVertices[idxFlag++] = (float)i/N;
flagVertices[idxFlag++] = 0.2f*PerlinNoise( glm::vec2( (float)i/N*frequency, (float)j/N*frequency ) );
flagVertices[idxFlag++] = (float)j/N;
glm::vec3 p0 = glm::vec3(flagVertices[idxFlag-3], flagVertices[idxFlag-2], flagVertices[idxFlag-1]);
// (0,1)
flagVertices[idxFlag++] = (float)i/N;
flagVertices[idxFlag++] = 0.2f*PerlinNoise( glm::vec2( (float)i/N*frequency, (float)(j+1)/N*frequency ) );
flagVertices[idxFlag++] = (float)(j+1)/N;
glm::vec3 p1 = glm::vec3(flagVertices[idxFlag-3], flagVertices[idxFlag-2], flagVertices[idxFlag-1]);
// (1,1)
flagVertices[idxFlag++] = (float)(i+1)/N;
flagVertices[idxFlag++] = 0.2f*PerlinNoise( glm::vec2( (float)(i+1)/N*frequency, (float)(j+1)/N*frequency ) );
flagVertices[idxFlag++] = (float)(j+1)/N;
glm::vec3 p2 = glm::vec3(flagVertices[idxFlag-3], flagVertices[idxFlag-2], flagVertices[idxFlag-1]);
// Adding in normals
glm::vec3 normal = glm::abs(glm::triangleNormal(p0,p1,p2));
normals[normFlag++] = normal.x;
normals[normFlag++] = normal.y;
normals[normFlag++] = normal.z;
// *** Face 2 ***
// (1,1)
flagVertices[idxFlag++] = (float)(i+1)/N;
flagVertices[idxFlag++] = 0.2f*PerlinNoise( glm::vec2( (float)(i+1)/N*frequency, (float)(j+1)/N*frequency ) );
flagVertices[idxFlag++] = (float)(j+1)/N;
glm::vec3 p3 = glm::vec3(flagVertices[idxFlag-3], flagVertices[idxFlag-2], flagVertices[idxFlag-1]);
// (1,0)
flagVertices[idxFlag++] = (float)(i+1)/N;
flagVertices[idxFlag++] = 0.2f*PerlinNoise( glm::vec2( (float)(i+1)/N*frequency, (float)j/N*frequency ) );
flagVertices[idxFlag++] = (float)j/N;
glm::vec3 p4 = glm::vec3(flagVertices[idxFlag-3], flagVertices[idxFlag-2], flagVertices[idxFlag-1]);
// (0,0)
flagVertices[idxFlag++] = (float)i/N;
flagVertices[idxFlag++] = 0.2f*PerlinNoise( glm::vec2( (float)i/N*frequency, (float)j/N*frequency ) );
flagVertices[idxFlag++] = (float)j/N;
glm::vec3 p5 = glm::vec3(flagVertices[idxFlag-3], flagVertices[idxFlag-2], flagVertices[idxFlag-1]);
// Adding in normals
normal = glm::abs(glm::triangleNormal(p3,p4,p5));
normals[normFlag++] = normal.x;
normals[normFlag++] = normal.y;
normals[normFlag++] = normal.z;
}
}
我确定这是一个 C++ 问题,我遇到了,因为我已经尝试在创建法线后打印出法线,但我没有看到任何 0。但是当我从数组中打印出法线时(具有正确的索引),我只得到一个 0.
对于 normals
数组,删除与 VALS_PER_VERT
的乘法。它将使您的数组比需要的数组大三倍。
您不初始化的元素的值取决于您定义数组的位置:如果它们被定义为全局(或名称空间)变量,它们将被初始化为零;如果它们被定义为函数内部的局部变量,它们的值将是不确定(读取它们将导致未定义的行为)。
所以定义应该是
float normals[ N*N*VERTICES_PER_QUAD ];
记住不要越界。这将使所有元素在您显示的循环内初始化。
在我的程序中,我使用 Perlin 噪声创建地形。地形生成正确,现在我正在尝试将计算出的法线存储到一个名为 normals 的浮点数组中。它正确地将法线存储到某个索引,但随后它只存储 0。这是我的代码:
float frequency = 8;
float flagVertices[ N*N*VALS_PER_VERT*VERTICES_PER_QUAD ];
float normals[ N*N*VALS_PER_VERT*VERTICES_PER_QUAD ];
int idxFlag = 0;
int normFlag = 0;
for (int i=0;i < N;i++){
for (int j=0;j < N;j++){
// *** Face 1 ***
// (0,0)
flagVertices[idxFlag++] = (float)i/N;
flagVertices[idxFlag++] = 0.2f*PerlinNoise( glm::vec2( (float)i/N*frequency, (float)j/N*frequency ) );
flagVertices[idxFlag++] = (float)j/N;
glm::vec3 p0 = glm::vec3(flagVertices[idxFlag-3], flagVertices[idxFlag-2], flagVertices[idxFlag-1]);
// (0,1)
flagVertices[idxFlag++] = (float)i/N;
flagVertices[idxFlag++] = 0.2f*PerlinNoise( glm::vec2( (float)i/N*frequency, (float)(j+1)/N*frequency ) );
flagVertices[idxFlag++] = (float)(j+1)/N;
glm::vec3 p1 = glm::vec3(flagVertices[idxFlag-3], flagVertices[idxFlag-2], flagVertices[idxFlag-1]);
// (1,1)
flagVertices[idxFlag++] = (float)(i+1)/N;
flagVertices[idxFlag++] = 0.2f*PerlinNoise( glm::vec2( (float)(i+1)/N*frequency, (float)(j+1)/N*frequency ) );
flagVertices[idxFlag++] = (float)(j+1)/N;
glm::vec3 p2 = glm::vec3(flagVertices[idxFlag-3], flagVertices[idxFlag-2], flagVertices[idxFlag-1]);
// Adding in normals
glm::vec3 normal = glm::abs(glm::triangleNormal(p0,p1,p2));
normals[normFlag++] = normal.x;
normals[normFlag++] = normal.y;
normals[normFlag++] = normal.z;
// *** Face 2 ***
// (1,1)
flagVertices[idxFlag++] = (float)(i+1)/N;
flagVertices[idxFlag++] = 0.2f*PerlinNoise( glm::vec2( (float)(i+1)/N*frequency, (float)(j+1)/N*frequency ) );
flagVertices[idxFlag++] = (float)(j+1)/N;
glm::vec3 p3 = glm::vec3(flagVertices[idxFlag-3], flagVertices[idxFlag-2], flagVertices[idxFlag-1]);
// (1,0)
flagVertices[idxFlag++] = (float)(i+1)/N;
flagVertices[idxFlag++] = 0.2f*PerlinNoise( glm::vec2( (float)(i+1)/N*frequency, (float)j/N*frequency ) );
flagVertices[idxFlag++] = (float)j/N;
glm::vec3 p4 = glm::vec3(flagVertices[idxFlag-3], flagVertices[idxFlag-2], flagVertices[idxFlag-1]);
// (0,0)
flagVertices[idxFlag++] = (float)i/N;
flagVertices[idxFlag++] = 0.2f*PerlinNoise( glm::vec2( (float)i/N*frequency, (float)j/N*frequency ) );
flagVertices[idxFlag++] = (float)j/N;
glm::vec3 p5 = glm::vec3(flagVertices[idxFlag-3], flagVertices[idxFlag-2], flagVertices[idxFlag-1]);
// Adding in normals
normal = glm::abs(glm::triangleNormal(p3,p4,p5));
normals[normFlag++] = normal.x;
normals[normFlag++] = normal.y;
normals[normFlag++] = normal.z;
}
}
我确定这是一个 C++ 问题,我遇到了,因为我已经尝试在创建法线后打印出法线,但我没有看到任何 0。但是当我从数组中打印出法线时(具有正确的索引),我只得到一个 0.
对于 normals
数组,删除与 VALS_PER_VERT
的乘法。它将使您的数组比需要的数组大三倍。
您不初始化的元素的值取决于您定义数组的位置:如果它们被定义为全局(或名称空间)变量,它们将被初始化为零;如果它们被定义为函数内部的局部变量,它们的值将是不确定(读取它们将导致未定义的行为)。
所以定义应该是
float normals[ N*N*VERTICES_PER_QUAD ];
记住不要越界。这将使所有元素在您显示的循环内初始化。