I have a VBO and an IBO in OpenGL, but am unable to draw them properly. Could you please let me know what I could have forgotten in the frame display function ? - struct Point3D is a struct with 3 floats inside (x,y,z). - nbVertex is the amount of vertexes in the glVertex array. - nbVBOInd is the amount of indices in the VBOInd array.
glGenBuffers(1, &VertexVBOID);
glBindBuffer(GL_ARRAY_BUFFER, VertexVBOID);
glBufferData(GL_ARRAY_BUFFER, sizeof(struct Point3D)*nbVertex, glVertex, GL_STATIC_DRAW);
glGenBuffers(1, &IndexVBOID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IndexVBOID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*nbVBOInd, VBOInd, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, VertexVBOID);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, sizeof(glVertex), BUFFER_OFFSET(0)); //The starting point of the VBO, for the vertices
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IndexVBOID);
glDrawElements(GL_TRIANGLES, 3,开发者_运维技巧 GL_UNSIGNED_SHORT, BUFFER_OFFSET(0)); //The starting point of the IBO
Thanks !
I see the same problem as rodrigo - you have data type mismatch, as you can see here:
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*nbVBOInd, VBOInd, GL_STATIC_DRAW);
sizeof(int) - using integer type
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0));
GL_UNSIGNED_SHORT - using short type
according to openGL specification, there are only unsigned data types possible for glDrawElements. To fix this you need:
change VBOInd to unsigned type in declaration like:
unsigned int* VBOInd = new unsigned int[nbVBOInd]
replace 6th call with
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int)*nbVBOInd, VBOInd, GL_STATIC_DRAW);
replace 11th (last) call with
glDrawElements(GL_TRIANGLES, nbVBOInd, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
Anyway I believe that the problem is hidden in pointer setup, change 9th call to:
glVertexPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0));
If that doesn't work, please show us how glVertex and VBOInd is declared and filled with data. Maybe you're using std::vector? You need to call these data containers like:
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int)*nbVBOInd, &VBOInd[0], GL_STATIC_DRAW);
If something's unclear, just ask in comments..
Try changing the last line to:
glDrawElements(GL_TRIANGLES, nbVBOInd, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
Unless your data in the IndexVBOID are really short, but then, the sizeof(int) above would be wrong.
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