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.
Related
Closed. This question needs debugging details. It is not currently accepting answers.
Edit the question to include desired behavior, a specific problem or error, and the shortest code necessary to reproduce the problem. This will help others answer the question.
Closed 2 years ago.
Improve this question
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.
I am trying to create two separate objects to be rendered at the same time, a cube and a sphere. The issue is once I add the code for the sphere, the cube
is missing some faces etc.
Here is my code:
glGenBuffers(1, &g_VBO);
glBindBuffer(GL_ARRAY_BUFFER, g_VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex)*g_numberOfVertices[0], g_pMeshVertices[0], GL_DYNAMIC_DRAW);
glGenBuffers(1, &g_IBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_IBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLint) * 3 * g_numberOfFaces[0], g_pMeshIndices[0], GL_DYNAMIC_DRAW);
glGenVertexArrays(1, &g_VAO);
glBindVertexArray(g_VAO);
glBindBuffer(GL_ARRAY_BUFFER, g_VBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_IBO);
glVertexAttribPointer(positionIndex, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(offsetof(Vertex, position)));
glVertexAttribPointer(normalIndex, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(offsetof(Vertex, normal)));
glEnableVertexAttribArray(positionIndex);
glEnableVertexAttribArray(normalIndex);
/////////////////////////////////////////ORN///////////////////////////////////////////////
glGenBuffers(1, &ornVBO);
glBindBuffer(GL_ARRAY_BUFFER, ornVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex)*g_numberOfVertices[1], g_pMeshVertices[1], GL_DYNAMIC_DRAW);
glGenBuffers(1, &ornIBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ornIBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLint) * 3 * g_numberOfFaces[1], g_pMeshIndices[1], GL_DYNAMIC_DRAW);
glGenVertexArrays(1, &ornVAO);
glBindVertexArray(ornVAO);
glBindBuffer(GL_ARRAY_BUFFER, ornVBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ornIBO);
glVertexAttribPointer(positionIndex, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(offsetof(Vertex, position)));
glVertexAttribPointer(normalIndex, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(offsetof(Vertex, normal)));
glEnableVertexAttribArray(positionIndex);
glEnableVertexAttribArray(normalIndex);
So it renders the sphere fine, but then all the cubes have missing triangle faces. I think I have narrowed it down to being an issue with the IBO side but I can't quite figure it out.
Here is the image: https://puu.sh/vLBSm/1617b5d996.png
Next to and behind the sphere and the cube are other cubes ignore those, they have the same issue but are purposefully there. I just can't work out how to display both properly. and Im sure it has something to do with this:
glGenBuffers(1, &ornIBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ornIBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLint) * 3 * g_numberOfFaces[1], g_pMeshIndices[1], GL_DYNAMIC_DRAW);
glGenVertexArrays(1, &ornVAO);
In the ORN code, you are overwritting the index buffer binding of the first VAO.
At this point:
glGenBuffers(1, &ornIBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ornIBO);
g_VAO is still active, so the index buffer binding is replaced by ornIBO. To solve that you should unbind g_VAO before starting the ORN code:
glBindVertexArray(g_VAO);
glBindBuffer(GL_ARRAY_BUFFER, g_VBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_IBO);
glVertexAttribPointer(positionIndex, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(offsetof(Vertex, position)));
glVertexAttribPointer(normalIndex, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(offsetof(Vertex, normal)));
glEnableVertexAttribArray(positionIndex);
glEnableVertexAttribArray(normalIndex);
//Unbind!!
glBindVertexArray(0);
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);
UPDATE: Upon further investigation, it seems to be switching the program that causes the 2nd object to not be drawn. I don't know why. Both objects use essentially the same GLSL.
I have a hunch I'm not using buffers right. I have a cube and a prism defined. If I comment out the prism's draw call, the cube draws. otherwise only the prism draws. What am I missing here
Draw Code:
glUseProgram(cubeProgram);
glBindBuffer(GL_ARRAY_BUFFER, vertexArrayBuffers[0]);
glVertexAttribPointer(cVPos, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glEnableVertexAttribArray(cVPos);
glBindBuffer(GL_ARRAY_BUFFER, vertexArrayBuffers[1]);
glVertexAttribPointer(cNormID, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glEnableVertexAttribArray(cNormID);
glDrawArrays(GL_TRIANGLES, 0, 36);
glUseProgram(priProgram);
glBindBuffer(GL_ARRAY_BUFFER, vertexArrayBuffers[2]);
glVertexAttribPointer(pVPos, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glEnableVertexAttribArray(pVPos);
glBindBuffer(GL_ARRAY_BUFFER, vertexArrayBuffers[3]);
glVertexAttribPointer(pNormID, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glEnableVertexAttribArray(pNormID);
glDrawArrays(GL_TRIANGLES, 0, 64);
VBO Creation:
glGenBuffers(4, vertexArrayBuffers);
glBindBuffer(GL_ARRAY_BUFFER, vertexArrayBuffers[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVerts), cubeVerts, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vertexArrayBuffers[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeNorms), cubeNorms, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vertexArrayBuffers[2]);
glBufferData(GL_ARRAY_BUFFER, sizeof(priVerts), priVerts, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vertexArrayBuffers[3]);
glBufferData(GL_ARRAY_BUFFER, sizeof(priNorms), priNorms, GL_STATIC_DRAW);
Let me know if there's more code needed.
So it was my GLSL causing the problem. I was calling a function to set variables for the shader and one of them seems to have unset. I recalled the function after drawing the first object and they both draw. Hooray!
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)