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Thread: Beginner problem with VBOs

  1. #1
    Junior Member Newbie
    Join Date
    May 2011
    Posts
    1

    Beginner problem with VBOs

    Hello.

    I am new to opengl and trying to code some fractal scenes (like a sierpinski triangle http://en.wikipedia.org/wiki/Sierpinski_triangle). That was fortunatly a success but I only managed to do this with the creation of each triangle for itself and redering it. As this costs very much performance I wanted to do this via vertex buffer arrays. Sadly it seems that I have a logic problem in my code and I hope you could help me to find it.

    I have a structure for colored vertices:

    Code :
    struct ColoredVertex
    {
    	M3DVector3f m_Position;
    	M3DVector3f m_Color;
    };

    In a recursive call I want to fill now the vertices into this structure (and colorize it that later a 3D tetraeder is created with colored sides)

    Code :
    ColoredVertex frontTriangle[3];
    // draw front triangle
    m3dLoadVector3(frontTriangle[0].m_Position, xB, yB, zB);
    m3dLoadVector3(frontTriangle[1].m_Position, xA, yA, zA);
    m3dLoadVector3(frontTriangle[2].m_Position, xD, yD, zD);
    m3dLoadVector3(frontTriangle[0].m_Color, 0.0f, 1.0f, 0.0f); // green
    m3dLoadVector3(frontTriangle[1].m_Color, 0.0f, 1.0f, 0.0f); // green
    m3dLoadVector3(frontTriangle[2].m_Color, 0.0f, 1.0f, 0.0f); // green


    Then I create the VBO array:

    Code :
    // Erzeuge das VBO
    glGenBuffers(m_Depth, &m_FrontTriangle);
    glBindBuffer(GL_ARRAY_BUFFER, m_FrontTriangle);
    //Kopiere die 3 * m_Depth + 1 vertices ins VBO
    glBufferData(GL_ARRAY_BUFFER, sizeof(ColoredVertex) * (3 * m_Depth), frontTriangle, GL_STATIC_DRAW);
     
    glGenVertexArrays(m_Depth,&m_vaoFrontTriangle);
    glBindVertexArray(m_vaoFrontTriangle);
     
    // erstes Shader-Attribut aktivieren (Vertex-Position)
    glEnableVertexAttribArray(0);	
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,  sizeof(ColoredVertex),	NULL);
     
    // Zweites Shader-Attribut aktivieren (Farbe). 
    //Farbdaten stehen immer nach der Position, daher ein offset der Größe von M3DVector3f notwendig
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE,  sizeof(ColoredVertex),	(const GLvoid *)(sizeof(M3DVector3f)));
     
    //VAO wieder unbinden
    glBindVertexArray(0);

    In my render loop I try to draw these triangles:

    Code :
    //VBO aktivieren
    glBindVertexArray(m_vaoFrontTriangle);
    glBindBuffer(GL_ARRAY_BUFFER, m_FrontTriangle);
    // Zeiche einen Triangle
     
    glDrawArrays(GL_TRIANGLES, 0,3 * m_Depth));
     
    //Aufräumen
    glBindVertexArray(0);

    Well... it only draws a single triangle all the time regardless how I resize the vertex array. It seems like I dont write all necessary vertices into the vertex buffer, but I couldn't figure out how it should be done right.

    Does anyone have a hint or sees what I'm doing wrong?

    All help is welcome

  2. #2
    Senior Member Regular Contributor
    Join Date
    Mar 2015
    Posts
    256

    Re: Beginner problem with VBOs

    Quote Originally Posted by jonny2011
    Code :
    // Erzeuge das VBO
    glGenBuffers(m_Depth, &m_FrontTriangle);
    You are generating m_depth Buffers there, but you want only one. If m_FrontTriangle is a single GLuint, it will overwrite other variables !

    The same applies to the glGenVertexArrays statement.

    Also you don't need to Re-Bind the VBO after you bound the VAO. The VAO already stores all the Vertex Attribute Pointers and which Buffers they are bound to.

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