EBO with non-hard-coded element array [duplicate] - c++

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How do I determine the size of my array in C?
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Closed 11 months ago.
I'm trying to create an element/index array that I dynamically build with a set amount of memory. However, my code only works when I hard-code this array. In particular, the following is all the relevant code:
GLfloat elements[15 * 15 * 2 * 3 * 2];
GLuint second_elements[] = {
0, 16, 17,
0, 1, 17,
1, 17, 18,
1, 2, 18,
...
};
GLuint VBO;
glGenBuffers(1, &VBO);
GLuint EBO;
glGenBuffers(1, &EBO);
GLuint VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elements), elements, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (void*)0);
glEnableVertexAttribArray(0);
...
glDrawElements(GL_TRIANGLES, sizeof(elements) / sizeof(elements[0]), GL_UNSIGNED_INT, 0);
When I use elements, my code doesn't render anything. When I use 'second_elements', my code renders everything perfectly. I've confirmed that they hold the same data, and have tried to just render one triangle from each as a test, but I just can't seem to get the EBO to load into VAO properly. Can anyone help?

Turns out, (for some reason) if I use a std::vector instead of normal heap memory, I can make this work by passing in elements.size() and &elements[0]. I don't know why, but I'll take what I can get.

Related

Can a VAO name be re-used after calling glDeleteVertexArrays by calling glGenVertexArrays later?

It is my understanding from the OpenGL documentation that a VAO can be deleted (glDeleteVertexArrays), and then later regenerated (glGenVertexArrays). However, I have an issue when I am getting an OpenGL error when trying to re-use an existing VAO variable in a Chunk class (for a Minecraft clone). This only happens for some chunks and I cannot understand why. I output the VAO value (unsigned int type) and it doesn't seem to change after deleting with glDeleteVertexArrays. It was my understanding from the documentation that this value would be reset to zero after running this function. See Chunk class code below.
void Chunk::load()
{
// Update chunk state
loaded = true;
// Set up OpenGL buffers
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &vertexVBO);
glGenBuffers(1, &textureVBO);
glGenBuffers(1, &EBO);
// VAO bound before setting up buffer data
glBindVertexArray(VAO);
// Indices
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
indices.size() * sizeof(unsigned int),
&indices[0],
GL_DYNAMIC_DRAW);
// Vertices
glBindBuffer(GL_ARRAY_BUFFER, vertexVBO);
glBufferData(GL_ARRAY_BUFFER,
vertices.size() * sizeof(float),
&vertices[0],
GL_DYNAMIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(unsigned int), (void*)0);
glEnableVertexAttribArray(0);
// Texture Coordinates
glBindBuffer(GL_ARRAY_BUFFER, textureVBO);
glBufferData(GL_ARRAY_BUFFER,
texCoords.size() * sizeof(float),
&texCoords[0],
GL_DYNAMIC_DRAW);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
// Unbind
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void Chunk::unload()
{
// Update chunk state
loaded = false;
// Delete arrays/buffers.
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &vertexVBO);
glDeleteBuffers(1, &textureVBO);
glDeleteBuffers(1, &EBO);
}
Just as delete ptr; in C++ or free(ptr); in C does not actually change the pointer value of ptr variable, calling glDelete* on an OpenGL object does not change the value of the variables you give it. It is up to you to not use the variable again or to assign it to a neutral value.
That having been said, if your intent is to immediately create a new VAO... why bother? Just clear out the old one by disabling all of the attribute arrays and buffer bindings, and its ready to be used anew:
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
GLint maxAttrib;
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxAttrib);
for(int attribIx = 0; attribIx < maxAttrib; ++attribIx)
{
glDisableVertexAttribArray(attribIx);
glVertexAttribPointer(attribIx, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
glVertexAttribDivisor(attribIx, 0);
}

Problem displaying multiple objects in modern OpenGL [closed]

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Closed 2 years ago.
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I'm trying to display two shapes in OpenGL.
First I got the vertices,uvs, normals,indices from an obj file and texture form DDS and stored them in an array of struct Shape.
Then I indexed the vertices, uvs, normals and indices for all the shapes in 4 respective array, also storing the number of total number of vertices, uvs , normals and indices in another vector.
Then I initialized the VBOs.
Then I creates vertex array objects for the two shapes and set them up giving respective VertexAttribPointer. (I think the problem is in this step)
Finally I bind the respective VAOs and display them but only one shape is being displayed.
Where exactly am I going wrong.
Code for VBOindexing :
std::vector<glm::vec4> elecount;
long long int endind = 0,endver=0,enduv=0,endnr=0;
std::vector<unsigned short> indices;
std::vector<glm::vec3> indexed_vertices;
std::vector<glm::vec2> indexed_uvs;
std::vector<glm::vec3> indexed_normals;
for (int i = 0;i < componentcount ;i++)
{
endver = endind = enduv = endnr = 0;
indexVBO(component[i].vertices, component[i].uvs, component[i].normals, indices, indexed_vertices, indexed_uvs, indexed_normals);
endind = indices.size();
endver = indexed_vertices.size();
enduv = indexed_uvs.size();
endnr = indexed_normals.size();
elecount.push_back(glm::vec4(endver, enduv, endnr, endind));
}
Code for VBOs :
GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, indexed_vertices.size() * sizeof(glm::vec3), &indexed_vertices[0], GL_STATIC_DRAW);
GLuint uvbuffer;
glGenBuffers(1, &uvbuffer);
glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
glBufferData(GL_ARRAY_BUFFER, indexed_uvs.size() * sizeof(glm::vec2), &indexed_uvs[0], GL_STATIC_DRAW);
GLuint normalbuffer;
glGenBuffers(1, &normalbuffer);
glBindBuffer(GL_ARRAY_BUFFER, normalbuffer);
glBufferData(GL_ARRAY_BUFFER, indexed_normals.size() * sizeof(glm::vec3), &indexed_normals[0], GL_STATIC_DRAW);
GLuint elementbuffer;
glGenBuffers(1, &elementbuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned short), &indices[0], GL_STATIC_DRAW);
Code for VAOs :
GLuint CubeVertexArrayID, SphereVertexArrayID;
glGenVertexArrays(1, &CubeVertexArrayID);
glGenVertexArrays(1, &SphereVertexArrayID);
glBindVertexArray(CubeVertexArrayID);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
glBindBuffer(GL_ARRAY_BUFFER, normalbuffer);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer);
glBindVertexArray(SphereVertexArrayID);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void *)(sizeof(glm::vec3) * ((int)elecount[0][0])));
glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void*)(sizeof(glm::vec2) * ((int)elecount[0][1])));
glBindBuffer(GL_ARRAY_BUFFER, normalbuffer);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, (void*)(sizeof(glm::vec3) * ((int)elecount[0][2])));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer);
Code for displaying :
glBindVertexArray(CubeVertexArrayID);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, component[0].Texture);
glUniform1i(TextureID, 0);
glDrawElements(GL_TRIANGLES,(int)elecount[0][3],GL_UNSIGNED_SHORT,(void*)0);
glm::mat4 ModelMatrix2 = glm::mat4(1.0);
ModelMatrix2 = glm::translate(ModelMatrix2, glm::vec3(2.0f, 0.0f, 0.0f));
glm::mat4 MVP2 = ProjectionMatrix * ViewMatrix * ModelMatrix2;
glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP2[0][0]);
glUniformMatrix4fv(ModelMatrixID, 1, GL_FALSE, &ModelMatrix2[0][0]);
glUseProgram(shaderProg);
glBindVertexArray(SphereVertexArrayID);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, component[1].Texture);
glUniform1i(TextureID, 0);
glDrawElements(GL_TRIANGLES, (int)(elecount[1][3]-elecount[0][3]), GL_UNSIGNED_SHORT,(void*)(sizeof(unsigned short) * ((int)elecount[0][3])));
There's nothing wrong in the code you posted, so it's hard to say for sure where's the problem. However my best guess is that indexVBO (that you didn't show) pushes the absolute indices within indexed_* arrays. Combined with the offset glVertexAttribPointer of SphereVertexArrayID this causes out-of-bound reads.
You could fix your indexVBO code. However, since both VAOs reference the same buffer, the simplest solution (and I would say, the correct solution) is to use a single VAO for both components. If my hypothesis is correct, it is as simple as changing the
glBindVertexArray(SphereVertexArrayID);
to
glBindVertexArray(CubeVertexArrayID);
when you're drawing the 2nd component. Then you can get rid of SphereVertexArrayID completely.

Since moving to 64bit, I get access violations from nvoglv64.dll on random glVertexAttribArray calls [closed]

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This question was caused by a typo or a problem that can no longer be reproduced. While similar questions may be on-topic here, this one was resolved in a way less likely to help future readers.
Closed 3 years ago.
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What it says on the title really. Moved across all my libs and includes to 64bit to enable me to use assimp in 64bit, but now I randomly get access violations from nvogl64.dll. It's always on glVertexAttribPointer calls, but random, sometimes I can run a whole 30 mins, most of the time it's the very first or second time it's called. What could I be doing wrong? Here's my VAO generating method for completeness.
GLuint vertsVBO = 0;
GLuint normsVBO = 0;
GLuint textsVBO = 0;
GLuint shapeVAO = 0;
//Make the VAO
glGenVertexArrays(1, &shapeVAO);
glBindVertexArray(shapeVAO);
//Setup the Vertex buffer
glGenBuffers(1, &vertsVBO);
glBindBuffer(GL_ARRAY_BUFFER, vertsVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(float*)*uniqueVertexes * 3, indexedPoints, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)0);
glEnableVertexAttribArray(0);
//The normal Buffer
glGenBuffers(1, &normsVBO);
glBindBuffer(GL_ARRAY_BUFFER, normsVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(float*)*uniqueVertexes * 3, indexedNorms, GL_STATIC_DRAW);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)0);
glEnableVertexAttribArray(2);
//and the texture co-ord buffer
glGenBuffers(1, &textsVBO);
glBindBuffer(GL_ARRAY_BUFFER, textsVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(float*)*uniqueVertexes * 2, indexedTexts, GL_STATIC_DRAW);
glVertexAttribPointer(8, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)0);
glEnableVertexAttribArray(8);
glGenBuffers(1, &tangentsVBO);
glBindBuffer(GL_ARRAY_BUFFER, tangentsVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(float*)*uniqueVertexes * 4, indexedTangents, GL_STATIC_DRAW);
glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)0);
glEnableVertexAttribArray(3);
glGenBuffers(1, &bitangentsVBO);
glBindBuffer(GL_ARRAY_BUFFER, bitangentsVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(float*)*uniqueVertexes * 4, indexedBitangents, GL_STATIC_DRAW);
glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)0);
glEnableVertexAttribArray(4);
glGenBuffers(1, &indicesVBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indicesVBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indicesLength * sizeof(GLuint), indices, GL_STATIC_DRAW);
//Unbind VAO
glBindVertexArray(0);
Thanks
Are you sure about this?
sizeof(float*)
I'd have imagined you'd be loading floats (rather than pointers)
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*uniqueVertexes * 3, indexedNorms, GL_STATIC_DRAW);

How to properly add OpenGL code into an external function

I am attempting to be able to take some OpenGL code that draws objects from a vertex array and add it to a class file. However, the code only runs currently when I have it in my main.cpp file. I call init() from my main() function, before heading into my draw loop.
init(){
GLuint containerVAO, VBO;
glGenVertexArrays(1, &containerVAO);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindVertexArray(containerVAO);
// Position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
// Normal attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat),(GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
}
The relevant code in my draw loop:
glUseProgram(noTextureShaderID);
glBindVertexArray(containerVAO);
///many different uniforms added here
glDrawArrays(GL_TRIANGLES, 0, 36);
This creates a cube no problem.
Now, when I replace the code inside my init() function (which initialises all objects, not just this one, I change it to this:
init(){
square.init(noTextureShaderID, vertices[], NULL, 36);
//Square is a global variable within my main.cpp file
}
And then I use this function:
void Mesh::init(const GLuint& shaderid, GLfloat vertices[], const char* tex_file, int num_vertices)
{
GLuint VBO;
vao = NULL; //This is a variable within the Mesh class
g_point_count = num_vertices;
glGenVertexArrays(1, &vao);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindVertexArray(vao);
// Position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
// Normal attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
}
Then, in my draw function I call this instead:
glUseProgram(noTextureShaderID);
glBindVertexArray(square.vao);
///many different uniforms added here
glDrawArrays(GL_TRIANGLES, 0, g_point_count);
But even though both programs seem to have the same code, only the first version generates a cube. What am I missing in this regard?
Your code is not identical in both cases, and this has nothing to do with OpenGL:
void Mesh::init(const GLuint& shaderid, GLfloat vertices[], const char* tex_file, int num_vertices)
{
// ...
glBufferData(..., sizeof(vertices), ...);
}
vertices is passed by reference here, the inner function will never see the array, and sizeof(vertices) will be identical to sizeof(GLfloat*), which is typically 4 or 8 on todays machines. Hence, your buffer is just containing the first one or two floats.
You either have to explicitely provide the array size as an additional parameter, or you use some (reference to an) higher-level object like std:vector, which completely manages the array internally and allows you to query the size.

OPEN GL: is this the right way of using VBO IBO and VAO

I'm familiar with IBO, VBO and VAO, while passing vertices, uvs and normals in one buffer. Though there are cases, when it's a little bit difficult to combine them in one buffer.
Therefore I came up with this piece of code:
glGenBuffers(2, &iboID[0]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iboID[0]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, vertInd.size() * sizeof(unsigned int), &vertInd[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iboID[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, uvInd.size() * sizeof(unsigned int), &uvInd[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glGenBuffers(2, &vboID[0]);
glBindBuffer(GL_ARRAY_BUFFER, vboID[0]);
glBufferData(GL_ARRAY_BUFFER, tempV.size() * sizeof(glm::vec3), &tempV[0], GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vboID[1]);
glBufferData(GL_ARRAY_BUFFER, tempUV.size() * sizeof(glm::vec2), &tempUV[0], GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenVertexArrays(1, &vaoID[0]);
glBindVertexArray(vaoID[0]);
glBindBuffer(GL_ARRAY_BUFFER, vboID[0]);
glVertexAttribPointer(_shader->attrib("vert"), 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(_shader->attrib("vert"));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iboID[0]);
outputError();
glBindBuffer(GL_ARRAY_BUFFER, vboID[1]);
glVertexAttribPointer(_shader->attrib("vertTexCoord"), 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(_shader->attrib("vertTexCoord"));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iboID[1]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindVertexArray(0);
So my question is : Is this the right way of doing this? (because at the moment I see nothing drawn to the screen)
You are trying to specify different element arrays (in separate IBOs), each for a vertex attribute. This is not going to work. Defining separate VBOs for each attribute is fine, but the GL can only have one element array, indexing all the currently enabled attribute arrays at the same time.