OpenGL VBO program gives blank screen - opengl

I've been trying to convert some of my code to modern OpenGL. I've gotten it to the point where I don't get any OpenGL errors, but nothing shows up when I try to draw an object. Here's my code (minus context creation, and error checking):
//Compile shaders and create/link program
//I very highly doubt the problem's here (all my tests say it worked fine),
//so I'm leaving this out for now, but I'll dig it out of my classes if
//there's no obvious problem with the VBO code.
//Create VAO, VBO
unsigned vaoId, vboId;
int positionAttributeLocation;
float vertices[] = {...vertex data here...};
unsigned indices[] = {...index data here...};
positionAttributeLocation = glGetAttribLocation(programId, "position");
glGenVertexArrays(1, &vaoId);
glGenBuffers(1, &vboId);
glBindVertexArray(vaoId);
glBindBuffer(GL_ARRAY_BUFFER, vboId);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(positionAttributeLocation, 3, GL_FLOAT, GL_FALSE, 0, null);
glEnableVertexAttribArray(positionAttributeLocation);
//Create index buffer
unsigned indexId;
glGenBuffers(1, &indexId);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexId);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glUseProgram(programId);
glDrawElements(GL_TRIANGLES, sizeof(indices)/sizeof(unsigned int), GL_UNSIGNED_INT, null);
Not quite SSCCE, but I think that's all the code that could possibly be causing an issue and it's pretty much self-contained.

Try glUseProgram() before your glGetAttribLocation()/glEnableVertexAttribArray() calls.

I figured it out. With some of my refactoring, I forgot to set my width and height variables properly, creating a 0 by 0 viewport. Oops...

Your problem more than likely lies with your cg program and modelview space.
Add cgGLSetStateMatrixParameter(modelViewMatrix, CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY); to your program just before gldrawarrays, and in your cg file add OUT.HPos = mul(ModelViewProj, IN.position);.
Also add modelViewMatrix as a cgparameter in you initcg section.
I worked this out from the basic opengl samples in the cgtoolkit, and my render function is very similar to yours and now works after having the same problem.

Related

Why the graphic shown when the primitive is triangle but it disappeared when the primitive is quad? [duplicate]

So I'm swapping from one program to another, and I can't figure out why but GL_QUADS will no longer display with the same code. To try and figure out why old code was not working, I made this new, simple code and it STILL does not work.
The setup:
vector <vec3f> squarepoints;
vec3f temper(-0.5f, 0.5f, 0.5f);
squarepoints.push_back(temper);
temper.x += 1.0f;
squarepoints.push_back(temper);
temper.y -= 1.0f;
squarepoints.push_back(temper);
temper.x -= 1.0f;
squarepoints.push_back(temper);
vector <unsigned int> squareindex;
squareindex.push_back(0);
squareindex.push_back(1);
squareindex.push_back(2);
//squareindex.push_back(0);
//squareindex.push_back(2);
squareindex.push_back(3);
GLuint VAOO;
GLuint IBOO;
GLuint VBOO;
glGenVertexArrays(1, &VAOO);
glBindVertexArray(VAOO);
glGenBuffers(1, &VBOO);
glBindBuffer(GL_ARRAY_BUFFER, VBOO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vec3f) * squarepoints.size(), &squarepoints[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT,GL_FALSE, 0, 0);
glGenBuffers(1, &IBOO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBOO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * squareindex.size(), &squareindex[0], GL_STATIC_DRAW);
glBindVertexArray(0);
The drawing:
glBindVertexArray(VAOO);
glDrawElements(GL_QUADS, squareindex.size(), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
This displays nothing. Now if I add in the two commented lines in the setup to make it 6 points and change it to GL_TRIANGLES in the drawing, it all displays perfectly. I am not sure where the fault is lying here, but I've been trying to fix my model loading and other features so long that I'm sure I'm just overlooking something super obvious at this point.
GL_QUADS have been removed from core OpenGL 3.1 and above.

Issues with displaying dynamic OpenGL VBO

I have been working with VBOs in OpenGL, and I apparently don't understand what I'm even doing wrong here. I want to display a VBO with text in it that is updated each frame. The goal this time is for a FPS counter, but other applications are definitely viable.
Down to the actual code: I can get it to work just fine if I set up the VBOs in my initialization function and then draw it in the rendering function. If I try and edit it in the draw function, however, nothing displays. While debugging I have found that all of the vectors containing the data are exactly correct (I even updated the VBO with the same text and the vectors were indeed identical), so the issue must be with my handling of VBOs, and not the data inside of them.
Here is the initialization/rendering commands:
glGenBuffers(1, &pntvbo);
glBindBuffer(GL_ARRAY_BUFFER, pntvbo);
glBufferData(GL_ARRAY_BUFFER, newpoints.size() * sizeof(vec3f), &newpoints[0], GL_STREAM_DRAW);
glGenBuffers(1, &indvbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indvbo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, newindex.size() * sizeof(unsigned int), &newindex[0], GL_STREAM_DRAW);
I also tried this, but with no success:
glBindBuffer(GL_ARRAY_BUFFER, pntvbo);
glBufferData(GL_ARRAY_BUFFER, newpoints.size() * sizeof(vec3f), NULL, GL_STREAM_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, newpoints.size() * sizeof(vec3f), &newpoints[0]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indvbo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, newindex.size() * sizeof(unsigned int), NULL, GL_STREAM_DRAW);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER,0, newindex.size() * sizeof(unsigned int), &newindex[0]);
And the draw command itself:
glClientActiveTexture(GL_TEXTURE5);
glEnable(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, &newtexts[0]);
glBindBuffer(GL_ARRAY_BUFFER, pntvbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indvbo);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3,GL_FLOAT,sizeof(vec3f),0);
glDrawElements(GL_TRIANGLES, newindex.size() , GL_UNSIGNED_INT, 0);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
I'm sure I'm doing SOMETHING wrong here, but I just can't figure out for the life of me as to what it is. As I said, everything works out fine if I only initialize or edit the VBO in the initialization function of my program, but once those same functions are put into the rendering function nothing displays. Any help would be greatly appreciated.

Dynamic VBO read/write in GLSL?

Right now it seems to me that my interleaved VBO is strictly ' read-only ' but I want to update it every frame (preferrably from GLSL).
I have a planet that moves around in an orbit, the code below is for rendering points of the orbit.
Problem outline:
I want each point on that orbit to have its own "lifetime", logic:
when the planet passes each consecutive point? update lifetime to 1.0 and reduce with time!
This will be used to create a fading orbitpath of each moving object. Right now Im just looking for ways to manipulate the vbo...
How can I read AND write within GLSL to and from a VBO ? Can anyone post example please?
Update: I modified the code above to work with transform feedback (suggested by user Andon M. Coleman) but I think I might be doing something wrong (I get glError):
Setup:
// Initialize and upload to graphics card
glGenVertexArrays(1, &_vaoID);
glGenBuffers(1, &_vBufferID);
glGenBuffers(1, &_iBufferID);
glGenBuffers(1, &_tboID);
// First VAO setup
glBindVertexArray(_vaoID);
glBindBuffer(GL_ARRAY_BUFFER, _vBufferID);
glBufferData(GL_ARRAY_BUFFER, _vsize * sizeof(Vertex), _varray, GL_DYNAMIC_DRAW);
// TRANSFORM FEEDBACK
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, _tboID); // Specify buffer
// Allocate space without specifying data
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER,
_vsize*sizeof(Vertex), NULL, GL_DYNAMIC_COPY);
// Tell OGL which object to store the results of transform feedback
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, _vBufferID); //correct?
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE,
sizeof(Vertex), reinterpret_cast<const GLvoid*>(offsetof(Vertex, location)));
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE,
sizeof(Vertex), reinterpret_cast<const GLvoid*>(offsetof(Vertex, velocity)));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _iBufferID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, _isize * sizeof(int), _iarray, GL_STREAM_DRAW);
render method():
//disable fragment, so that we do a first run with feedback
glEnable(GL_RASTERIZER_DISCARD);
glBindVertexArray(_vaoID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _iBufferID);
glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, _tboID);
glBeginTransformFeedback(_mode);
glDrawElements(_mode, _isize, GL_UNSIGNED_INT, 0);
glEndTransformFeedback();
glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
glBindVertexArray(0);
glDisable(GL_RASTERIZER_DISCARD);
// then i attempt to do the actual draw
glBindVertexArray(_vaoID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _iBufferID);
glDrawElements(_mode, _isize, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
And - right before linking:
const GLchar* feedbackVaryings[] = { "point_position" };
glTransformFeedbackVaryings(_ephemerisProgram->getProgramID(), 1, feedbackVaryings, GL_INTERLEAVED_ATTRIBS);
you can not change the content of your VBO from the rendering pipline of Opengl, but you can use tricks to update them depending on the time, also if you are using Opengl 4.4 you can use ComputeShaders but it's a little bit complicated to explain it in here, hust google for it, good luck.
How can I read AND write within GLSL to and from a VBO?
You can't. VBOs are strictly readonly from the normal rendering shaders. Modification is not possible at all (because that would open an infathomable deep barrel of worms) but using transformation feedback the results of the shader stages can be written into a buffer.
Or you use compute shaders.
Problem outline: I want each point on that orbit to have its own "lifetime", logic: When the planet passes each consecutive point? update lifetime to 1.0 and reduce with time!
Sound like a task for a compute shader. But honestly I don't think there's much to gain from processing this on a GPU.

glVertexAttribPointer raising GL_INVALID_OPERATION

I'm trying to put together a very basic OpenGL 3.2 (core profile) application. In the following code, which is supposed to create a VBO containing the vertex positions for a triangle, the call to glVertexAttribPointer fails and raises the OpenGL error GL_INVALID_OPERATION. What does this mean, and how might I go about fixing it?
GLuint vbo, attribLocation = glGetAttribLocation(...);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
GLfloat vertices[] = { 0, 1, 0, 1, 0, 0, -1, 0, 0 };
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(attribLocation);
// At this point, glGetError() returns GL_NO_ERROR.
glVertexAttribPointer(attribLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
// At this point, glGetError() returns GL_INVALID_OPERATION.
glEnableVertexAttribArray(program.getAttrib("in_Position"));
// A call to getGLError() at this point prints nothing.
glVertexAttribPointer(program.getAttrib("in_Position"), 3, GL_FLOAT, GL_FALSE, 0, 0);
// A call to getGLError() at this point prints "OpenGL error 1282".
First, there's an obvious driver bug here, because glEnableVertexAttribArray should also have issued a GL_INVALID_OPERATION error. Or you made a mistake when you checked it.
Why should both functions error? Because you didn't use a Vertex Array Object. glEnableVertexAttribArray sets state in the current VAO. There is no current VAO, so... error. Same goes for glVertexAttribPointer. It's even in the list of errors for both on those pages.
You don't need a VAO in a compatibility context, but you do in a core context. Which you asked for. So... you need one:
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
Put that somewhere in your setup and your program will work.
As an aside, this:
glfwOpenWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
is only necessary if you intend your code to run on MacOS's GL 3.2+ implementation. Unless you have that as a goal, it is unneeded and can be disruptive, as a small number of features are available in a core context that are not part of forward compatibility (wide lines, for example).

Problems using VBOs to render vertices - OpenGL

I am transferring over my vertex arrays functions to VBOs to increase the speed of my application.
Here was my original working vertex array rendering function:
void BSP::render()
{
glFrontFace(GL_CCW);
// Set up rendering states
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3, GL_FLOAT, sizeof(Vertex), &vertices[0].x);
glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &vertices[0].u);
// Draw
glDrawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_SHORT, indices);
// End of rendering - disable states
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
Worked great!
Now I am moving them into VBOs and my program actually caused my graphics card to stop responding. The setup on my vertices and indices are exactly the same.
New setup:
vboId is setup in the bsp.h like so: GLuint vboId[2];
I get no error when I just run the createVBO() function!
void BSP::createVBO()
{
// Generate buffers
glGenBuffers(2, vboId);
// Bind the first buffer (vertices)
glBindBuffer(GL_ARRAY_BUFFER, vboId[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Now save indices data in buffer
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboId[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
}
And the rendering code for the VBOS. I am pretty sure it's in here. Just want to render whats in the VBO like I did in the vertex array.
Render:
void BSP::renderVBO()
{
glBindBuffer(GL_ARRAY_BUFFER, vboId[0]); // for vertex coordinates
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboId[1]); // for indices
// do same as vertex array except pointer
glEnableClientState(GL_VERTEX_ARRAY); // activate vertex coords array
glVertexPointer(3, GL_FLOAT, 0, 0); // last param is offset, not ptr
// draw the bsp area
glDrawElements(GL_TRIANGLES, numVertices, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0));
glDisableClientState(GL_VERTEX_ARRAY); // deactivate vertex array
// bind with 0, so, switch back to normal pointer operation
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
Not sure what the error is but I am pretty sure I have my rendering function wrong. Wish there was a more unified tutorial on this as there are a bunch online but they are often contradicting eachother.
In addition what Miro said (the GL_UNSIGNED_BYTE should be GL_UNSIGNED_SHORT), I don't think you want to use numVertices but numIndices, like in your non-VBO call.
glDrawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_SHORT, 0);
Otherwise your code looks quite valid and if this doesn't fix your problem, maybe the error is somewhere else.
And by the way the BUFFER_OFFSET(i) thing is usuaully just a define for ((char*)0+(i)), so you can also just pass in the byte offset directly, especially when it's 0.
EDIT: Just spotted another one. If you use the exact data structures you use for the non-VBO version (which I assumed above), then you of course need to use sizeof(Vertex) as stride parameter in glVertexPointer.
If you are passing same data to glDrawElements when you aren't using VBO and same data to VBO buffer. Then parameters little differs, without FBO you've used GL_UNSIGNED_SHORT and with FBO you've used GL_UNSIGNED_BYTE. So i think VBO call should look like that:
glDrawElements(GL_TRIANGLES, numVertices, GL_UNSIGNED_SHORT, 0);
Also look at this tutorial, there are VBO buffers explained very well.
How do you declare vertices and indices?
The size parameter to glBufferData should be the size of the buffer in bytes and if you pass sizeof(vertices) it will return the total size of the declared array (not just what is allocated).
Try something like sizeof(Vertex)*numVertices and sizeof(indices[0])*numIndices instead.