如何消除屏幕中央的黑点

如何解决如何消除屏幕中央的黑点

我具有以下缓冲功能:

//definitions
#define NUM_PADDLE_POINTS 153
#define NUM_CIRCLE_POINTS 360
#define NUM_BRICK_POINTS 213
#define RADIUS 20

//VAO
GLuint paddle;
GLuint ball;
GLuint brick;

//Buffers
GLuint paddleBuffer;
GLuint ballBuffer;
GLuint brickBuffer;

//Color
GLuint paddleColor;
GLuint ballColor;
GLuint brickColor;
static GLfloat paddlePoints[NUM_PADDLE_POINTS * 3];
static GLfloat paddleColorValues[NUM_PADDLE_POINTS * 3];
static GLfloat ballPoints[NUM_CIRCLE_POINTS * 3];
static GLfloat ballColorValues[NUM_CIRCLE_POINTS * 3];
static GLfloat brickPoints[NUM_BRICK_POINTS * 3];
static GLfloat brickColorValues[NUM_BRICK_POINTS * 3];

void transferData(void) {
  glGenVertexArrays(1,&paddle);
  glBindVertexArray(paddle);
  glGenVertexArrays(1,&ball);
  glBindVertexArray(ball);
  glGenVertexArrays(1,&brick);
  glBindVertexArray(brick);

  for (int i = 0,j = 0; i <= NUM_PADDLE_POINTS; i += 3) {
    if (i < (NUM_PADDLE_POINTS / 2)+1) {
      j-=4;
      paddlePoints[i] = j;
    }
    else if ((float)i-((NUM_PADDLE_POINTS/2)+1)<=1){
      j = 0;
      paddlePoints[i] = j;
    }
    else if (i > (NUM_PADDLE_POINTS / 2) + 1) {
      j+=4;
      paddlePoints[i] = j;
    }
    paddlePoints[i + 1] = -900;
    paddlePoints[i + 2] = 0;
  }

  for (int i = 0; i <= NUM_PADDLE_POINTS; i += 3) {
    paddleColorValues[i] = 1.0f;
    paddleColorValues[i + 1] = 0;
    paddleColorValues[i + 2] = 0;
  }

  for (size_t i = 0; i <= NUM_CIRCLE_POINTS; i += 3) {
    ballPoints[i] = RADIUS * cos(i * M_PI / 180);
    ballPoints[i + 1] = RADIUS * sin(i * M_PI / 180);
    ballPoints[i + 2] = 0;
  }

  for (int i = 0; i <= NUM_CIRCLE_POINTS; i += 3) {
    ballColorValues[i] = 1.0f;
    ballColorValues[i + 1] = 1.0f;
    ballColorValues[i + 2] = 0;
  }

  for (int i = 0,j = 0; i <= NUM_BRICK_POINTS; i += 3) {
    if (i < (NUM_BRICK_POINTS / 2) + 1) {
      j-=4;
      brickPoints[i] = j;
    }
    else if ((float)i - ((NUM_BRICK_POINTS / 2) + 1) <= 2) {
      j = 0;
      brickPoints[i] = j;
    }
    else if (i > (NUM_BRICK_POINTS / 2) + 1) {
      j+=4;
      brickPoints[i] = j;
    }
    printf("%d: %f\n",i,brickPoints[i]);
    brickPoints[i + 1] = 700;
    brickPoints[i + 2] = 0;
  }
  for (int i = 0; i <= NUM_BRICK_POINTS; i += 3) {
    brickColorValues[i] = 1.0f;
    brickColorValues[i + 1] = 0.0f;
    brickColorValues[i + 2] = 0;
  }

  //paddle
  glGenBuffers(1,&paddleBuffer);
  glBindBuffer(GL_ARRAY_BUFFER,paddleBuffer);
  glBufferData(GL_ARRAY_BUFFER,sizeof(paddlePoints),paddlePoints,GL_STATIC_DRAW);

  glGenBuffers(1,&paddleColor);
  glBindBuffer(GL_ARRAY_BUFFER,paddleColor);
  glBufferData(GL_ARRAY_BUFFER,sizeof(paddleColorValues),paddleColorValues,GL_STATIC_DRAW);

  //ball
  glGenBuffers(1,&ballBuffer);
  glBindBuffer(GL_ARRAY_BUFFER,ballBuffer);
  glBufferData(GL_ARRAY_BUFFER,sizeof(ballPoints),ballPoints,&ballColor);
  glBindBuffer(GL_ARRAY_BUFFER,ballColor);
  glBufferData(GL_ARRAY_BUFFER,sizeof(ballColorValues),ballColorValues,GL_STATIC_DRAW);

  //brick
  glGenBuffers(1,&brickBuffer);
  glBindBuffer(GL_ARRAY_BUFFER,brickBuffer);
  glBufferData(GL_ARRAY_BUFFER,sizeof(brickPoints),brickPoints,&brickColor);
  glBindBuffer(GL_ARRAY_BUFFER,brickColor);
  glBufferData(GL_ARRAY_BUFFER,sizeof(brickColorValues),brickColorValues,GL_STATIC_DRAW);
}

和以下绘制函数:

void draw(GLint buffer,GLint color,GLfloat translateX,GLfloat translateY,GLfloat translateZ,GLint pointSize,GLint numberOfPoints) {
  //ortho
  glm::mat4 mvp = glm::ortho(-1000.0f,1000.0f,-1000.0f,1000.0f);
  unsigned int matrix = glGetUniformLocation(programID,"mvp");
  glUniformMatrix4fv(matrix,1,GL_FALSE,&mvp[0][0]);
  //translate
  glm::mat4 translate = glm::translate(glm::mat4(1.0),glm::vec3(translateX,translateY,translateY));
  unsigned int m = glGetUniformLocation(programID,"translate");
  glUniformMatrix4fv(m,&translate[0][0]);

  //buffer
  glEnableVertexAttribArray(0);
  glBindBuffer(GL_ARRAY_BUFFER,buffer);
  glVertexAttribPointer(
    0,3,GL_FLOAT,(void*)0
  );

  //color
  glEnableVertexAttribArray(1);
  glBindBuffer(GL_ARRAY_BUFFER,color);
  glVertexAttribPointer(
    1,(void*)0
  );

  //glEnable(GL_PROGRAM_POINT_SIZE);
  glPointSize(pointSize);
  glDrawArrays(GL_POINTS,numberOfPoints);

  glDisableVertexAttribArray(0);
  glDisableVertexAttribArray(1);
}

当我尝试绘制时,出现以下内容:

Image

为什么会出现黑点?如何删除它?

以下是我的顶点着色器:

#version 330 core

// Input vertex data and color data 
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexColor;

// Values that stay constant for the whole mesh.
uniform mat4 mvp;
uniform mat4 translate;

// Output fragment data 
out vec3 fragmentColor;

void main()
{
    // position of each vertex in homogeneous coordinates
    //gl_PointSize = 10.0;
    //gl_Position.xyz = vertexPosition;
    //gl_Position.w = 1.0;
    gl_Position = mvp * translate * vec4(vertexPosition,1.0);
    
    
    // the vertex shader just passes the color to fragment shader
    fragmentColor = vertexColor;

}

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