I create my buffers with the following code:
//generate buffers
glGenVertexArrays(1, &VAO);
//glGenBuffers(1, &EBO);
glGenBuffers(1, &VBO_vertices);
glGenBuffers(1, &VBO_colors);
glGenBuffers(1, &VBO_normals);
// Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s).
glBindVertexArray(VAO);
// Copy our vertices array in a buffer for OpenGL to use
glBindBuffer(GL_ARRAY_BUFFER, VBO_vertices);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*vertices.size(), &vertices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, vTable.size() * sizeof(int), &vTable[0], GL_STATIC_DRAW);
// Position attribute
glVertexAttribPointer((GLuint)0, 3, GL_FLOAT, GL_FALSE, 0, (GLvoid*)0); //size = 3 (X,Y,Z)
glEnableVertexAttribArray(0);
//Buffer for color
glBindBuffer(GL_ARRAY_BUFFER, VBO_colors);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*vertices.size(), &v_color[0], GL_STATIC_DRAW);
// Color attribute
glVertexAttribPointer((GLuint)1, 3, GL_FLOAT, GL_FALSE, 0, (GLvoid*)0); //size = 3 (R,G,B)
glEnableVertexAttribArray(1);
//Buffer for normals
glBindBuffer(GL_ARRAY_BUFFER, VBO_normals);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*vertices.size(), &v_normals[0], GL_STATIC_DRAW);
//normal attribute
glVertexAttribPointer((GLuint)2, 3, GL_FLOAT, GL_FALSE, 0, (GLvoid*)0); //size = 3 (R,G,B)
glEnableVertexAttribArray(2);
// Unbind the VAO
glBindVertexArray(0);
My data are :
vector<vec3> vertices, v_normals,v_color;
vector<int> vTable;
I have vertices, normals and colors per vertex and an index table with the index vertices of each triangle.
When I try to render this, nothing appears on the window.
glBindVertexArray(VAO); //Bind VAO
glDrawElements(GL_TRIANGLES, vTable.size(), GL_UNSIGNED_INT, &vTable[0]);
glBindVertexArray(0); //Unbind VAO
If I used this:
glDrawArrays(GL_TRIANGLES,0,vTable.size());
It draws something but an incomplete object, like in the link image.
image
Anybody knows what happens? Thanks in advance
Your glDrawElements call is wrong, the last parameter should be a byte offset into your GL_ELEMENT_ARRAY_BUFFER that holds the indices, not pointer to system memory.
glDrawElements(GL_TRIANGLES, vTable.size(), GL_UNSIGNED_INT, 0);
Related
I'm trying to draw a textured cube in OpengL.
At first, I initialize VBO and VAO in the class constructor as follows.
Block::Block(...)
{
glGenBuffers(1, &VBO);
glGenVertexArrays(1, &VAO);
//glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBindVertexArray(VAO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(3 *
sizeof(float)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(6 *
sizeof(float)));
glEnableVertexAttribArray(2);
}
and in the method called renderBlock(), I render the cube like this
void Block::renderBlock()
{
setMatrix();
shader.use();
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBindVertexArray(VAO);
glActiveTexture(GL_TEXTURE0);
shader.setInt("tex", 0);
shader.use();
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindTexture(GL_TEXTURE_2D, texture);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
and if I call the block.renderBlock(), the program will crash at glDrawArrays(GL_TRIANGLES, 0, 6);. The error message says that 0xC0000005: Access conflict occurred at read position 0x0000000000000000.. But if I uncomment the //glBindBuffer(GL_ARRAY_BUFFER, VBO); in constructer, the program will run successfully. It's very confusing to me. Why should I bind the VBO before I edit the VAO. Is there any connection between them?Any advice would be greatly appreciated.
You must bind the VBO before calling glVertexAttribPointer. When glVertexAttribPointer is called, the buffer currently bound to the GL_ARRAY_BUFFER target is associated with the specified attribute index and the ID of the buffer object is stored in the state vector of the currently bound VAO. Therefore, the VAO and the VBO must be bound before calling glVertexAttribPointer.
I am working on a simple 3D Engine. I currently have a working setup with multiple VAO's which I can switch between during the render loop, but they all are not using index buffers.
I'm now trying to add a new VAO composed of 4 VBO's: vert position, color, normal and indices.
Everything compiles and runs but the drawing calls to the second VAO (with indexed vertices) do not render. I'm sure there is a problem with my setup somewhere, so I've added this code which includes all the VAO and VBO generations, calls, and uses. Does anything in this code seem wrong, and is this the correct way to set it all up?
VAO1 has 3 buffers: position, color, normals
VAO2 has 3 buffers: position, color, normals and vertex indices
//Initalize vaos and vbos
GLuint vao1, vbo1[3];
GLuint vao2, vbo2[4];
//Generate Vertex arrays:
glGenVertexArrays(1, &vao1);
glGenVertexArrays(1, &vao2);
//Generate Buffers:
glGenBuffers(3, vbo1);
glGenBuffers(4, vbo2);
//Initalize Bufferdata vectors:
vector<GLfloat> VertPosBuffer1Vector;
vector<GLfloat> VertNormalBuffer1Vector;
vector<GLfloat> VertColorBuffer1Vector;
vector<GLfloat> VertPosBuffer2Vector;
vector<GLfloat> VertNormalBuffer2Vector;
vector<GLfloat> VertColorBuffer2Vector;
vector<GLuint> VertIndexBuffer2Vector;
//Fill Buffers:
//(not included but all vectors are filled with data)
//VAO 1
glBindVertexArray(vao1);
//Vertex position buffer:
glBindBuffer(GL_ARRAY_BUFFER, vbo1[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*VertPosBuffer1Vector.size(), &VertPosBuffer1Vector[0], GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glEnableVertexAttribArray(0);
//Vertex color buffer:
glBindBuffer(GL_ARRAY_BUFFER, vbo1[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*VertColorBuffer1Vector.size(), &VertColorBuffer1Vector[0], GL_STATIC_DRAW);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glEnableVertexAttribArray(1);
//Vertex normal buffer:
glBindBuffer(GL_ARRAY_BUFFER, vbo1[2]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*VertNormalBuffer1Vector.size(), &VertNormalBuffer1Vector[0], GL_STATIC_DRAW);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glEnableVertexAttribArray(2);
//VAO 2
glBindVertexArray(vao2);
//Vertex position buffer:
glBindBuffer(GL_ARRAY_BUFFER, vbo2[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*VertPosBuffer2Vector.size(), &VertPosBuffer2Vector[0], GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glEnableVertexAttribArray(0);
//Vertex color buffer:
glBindBuffer(GL_ARRAY_BUFFER, vbo2[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*VertColorBuffer2Vector.size(), &VertColorBuffer2Vector[0], GL_STATIC_DRAW);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glEnableVertexAttribArray(1);
//Vertex normal buffer:
glBindBuffer(GL_ARRAY_BUFFER, vbo2[2]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*VertNormalBuffer2Vector.size(), &VertNormalBuffer2Vector[0], GL_STATIC_DRAW);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glEnableVertexAttribArray(2);
//Vertex index buffer:
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo2[3]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint)*VertIndexBuffer2Vector.size(), &VertIndexBuffer2Vector[0], GL_STATIC_DRAW);
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glEnableVertexAttribArray(3);
//unbind vao
glBindVertexArray(0);
//bind first vao
glBindVertexArray(vao1);
and
//RENDERLOOP
//render objects from vao1 using:
glDrawArrays(GL_TRIANGLES, start, size);
//switch vao
glBindVertexArray(0);
glBindVertexArray(vao2);
//render objects from vao2 using:
glDrawElements(
GL_TRIANGLES,
start,
GL_UNSIGNED_INT,
(void*)0
);
I have checked that the data in my buffers are correct.
Is it correct that the shader doesn't take in any information of indices? The shader will be the same as if I didn't use an index buffer?
Thank you
The indices are not a vertex attribute. So what you need to do is remove these two lines:
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glEnableVertexAttribArray(3);
I also noticed that you are using the variable "start" as the count argument for glDrawElements. I don't know the values of start and size, but I assume you should use "size" as the second argument in glDrawElements.
With OpenGL shaders, I want to render two objects. Each is defined by a set of vertex positions and vertex indices for the triangles. When I make my buffers, I use the following code:
// Object 1 vertex positions
glBindBuffer(GL_ARRAY_BUFFER, object1_vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, object1_vertices_size, object1_vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
// Object 1 vertex indices
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, object1_index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, object1_indices_size, object1_indices, GL_STATIC_DRAW);
// Object 2 vertex positions
glBindBuffer(GL_ARRAY_BUFFER, object2_vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, object2_vertices_size, object2_vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
// Object 2 vertex indices
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, object2_index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, object2_indices_size, object2_indices, GL_STATIC_DRAW);
And then when I render my scene, I use the following code:
// Object 1
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, object1_index_buffer);
glDrawElements(GL_TRIANGLES, object1_num_indices, GL_UNSIGNED_INT, (void*)0);
// Object 2
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, object2_index_buffer);
glDrawElements(GL_TRIANGLES, object2_num_indices, GL_UNSIGNED_INT, (void*)0);
However, this results in only object 2 being drawn. What am I doing wrong?
If you have openGL 3.3+ you should use a VAO:
glBindVertexArray(vao1);
// Object 1 vertex positions
glBindBuffer(GL_ARRAY_BUFFER, object1_vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, object1_vertices_size, object1_vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
// Object 1 vertex indices
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, object1_index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, object1_indices_size, object1_indices, GL_STATIC_DRAW);
glBindVertexArray(vao2);
// Object 2 vertex positions
glBindBuffer(GL_ARRAY_BUFFER, object2_vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, object2_vertices_size, object2_vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
// Object 2 vertex indices
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, object2_index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, object2_indices_size, object2_indices, GL_STATIC_DRAW);
and then you only need to bind the right vao when drawing:
// Object 1
glBindVertexArray(vao1);
glDrawElements(GL_TRIANGLES, object1_num_indices, GL_UNSIGNED_INT, (void*)0);
// Object 2
glBindVertexArray(vao2);
glDrawElements(GL_TRIANGLES, object2_num_indices, GL_UNSIGNED_INT, (void*)0);
otherwise you will need to repeat the bind and glVertexAttribPointer calls between draws:
// Object 1
glBindBuffer(GL_ARRAY_BUFFER, object1_vertex_buffer);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, object1_index_buffer);
glDrawElements(GL_TRIANGLES, object1_num_indices, GL_UNSIGNED_INT, (void*)0);
// Object 2
glBindBuffer(GL_ARRAY_BUFFER, object2_vertex_buffer);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, object2_index_buffer);
glDrawElements(GL_TRIANGLES, object2_num_indices, GL_UNSIGNED_INT, (void*)0);
If this is all the code present, then there are several problems:
One has to enable vertex attributes by calling glEnableVertexAttribArray.
In the drawing code you are only rebinding the index buffer, but not the vertex buffer. Both, glBindBuffer(GL_ARRAY_BUFFER,... and glVertexAttribPointer change the current state, so you are overriding the first objects setting with the second ones. If you really want to work without VAOs, you'll have to bind the correct buffer before each draw call and update the glVertexAttribPointer
There is no VAO in use (VAOs are mandatory when working in Core profile but I would recommend using them also in compatibility mode)
Whenever I try to draw a mesh using glDrawElements, my program gets no errors, but it doesn't draw anything. I'm pretty sure that the issue is with glDrawElements since if I comment glDrawElements out and replace it with glDrawArrays, it works perfectly. So, my question is, can anyone help me figure out why this is happening?
Also glGetError returns no errors
#include "Mesh.h"
Mesh::Mesh(glm::vec2* vertices, glm::vec2* texCoords, GLushort* elements, int size)
{
m_size = size;
m_vertices = vertices;
m_elements = elements;
movementVector = glm::vec2(0.0f, 0.0f);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, size * sizeof(float), vertices, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glGenBuffers(1, &tex_vbo);
glBindBuffer(GL_ARRAY_BUFFER, tex_vbo);
glBufferData(GL_ARRAY_BUFFER, size * sizeof(float), texCoords, GL_STATIC_DRAW);
// note: I assume that vertex positions are location 0
int dimensions = 2; // 2d data for texture coords
glVertexAttribPointer(1, dimensions, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray (1); // don't forget this!
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elements), elements, GL_STATIC_DRAW);
}
Mesh::~Mesh()
{
glDeleteVertexArrays(1, &vbo);
}
void Mesh::Draw()
{
glBindVertexArray(vao);
glEnableVertexAttribArray(0);
//glDrawArrays(GL_TRIANGLES, 0, 8);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, NULL);
glDisableVertexAttribArray(0);
}
Here's a link to the code handling drawing objects to the screen, also, I have tested my shaders, they are fully functional and unless drawing via glDrawElements requires changes to the shaders as well, then there is nothing that is causing this with them.
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.