I have problem when I render floor on my scene. An extra two points are generated (sometimes more) and OpenGL draws vertices between them and the (0,0,0) point. This causes a wall to be rendered (in GL_TRIANGLES mode) and i don`t want it to heppen.
Here you have a picture where you can see my floor (the smaller horizontal square) and the wall (the big vertical square).
And some code:
View class
package com.wordpress.rpodhajny.openGL;
import android.content.Context;
import android.opengl.GLSurfaceView;
import com.wordpress.rpodhajny.openGL.renderers.GLWave3DRenderer;
public class GLView extends GLSurfaceView {
private GLWave3DRenderer renderer;
public GLView(Context context) {
super(context);
setDebugFlags(DEBUG_CHECK_GL_ERROR); // DEBUG_LOG_GL_CALLS causes Exception when i call (gl.glDrawArrays(GL10.GL_TRIANGLES, 0, vertices.length);)
renderer = new GLWave3DRenderer();
setRenderer(renderer);
}
public GLWave3DRenderer getRenderer() {
return renderer;
}
}
Renderer class
package com.wordpress.rpodhajny.openGL.renderers;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.opengl.GLU;
import android.opengl.GLSurfaceView.Renderer;
import com.wordpress.rpodhajny.openGL.models.GLWave3d;
public class GLWave3DRenderer implements Renderer {
public static final String TAG = "GLRenderer";
private GLWave3d wave3d = null;
private long startTime;
private float angle = 0;
@Override
public void onDrawFrame(GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();
gl.glTranslatef(0.0f,0.0f,-40.0f);
angle = (System.currentTimeMillis() - startTime) * 0.03f;
gl.glRotatef(20.0f, 1.0f, 0.0f, 0.0f);
gl.glRotatef(angle, 0.0f, 1.0f, 0.0f);
wave3d.draw(gl);
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
wave3d = new GLWave3d();
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
float aspect = 0f;
if(width < height) {
aspect = width / (float)height;
} else {
aspect = height / (float)width;
}
GLU.gluPerspective(gl, 45.0f, aspect, 1.0f, 100.0f);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
startTime = System.currentTimeMillis();
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// gl.glShadeModel(GL10.GL_SMOOTH);
gl.glClearDepthf(1.0f);
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glDepthFunc(GL10.GL_LEQUAL);
// gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
}
public GLWave3d getWave3d() {
return wave3d;
}
public void setWave3d(GLWave3d wave3d) {
this.wave3d = wave3d;
}
}
Model class
package com.wordpress.rpodhajny.openGL.models;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.opengles.GL10;
public class GLWave3d {
private static final float WIDTH = 5;
private static final float HEIGHT = 5;
private FloatBuffer vertexFloatBuffer;
private float vertices[];
int verticesCounter;
public GLWave3d() {
generujModel();
setBuffers();
}
private void generujModel() {
verticesCounter = 0;
vertices = new float[(int)(WIDTH * HEIGHT * 6 * 3)];
// Building square
for (float x = 0; x < WIDTH; x ++) {
for (float z = 0; z < HEIGHT; z ++) {
// Triangle 1
addVertexToVertexArray(x, 0, z);
addVertexToVertexArray(x + 1, 0, z + 1);
addVertexToVertexArray(x + 1, 0, z);
// Triangle 2
addVertexToVertexArray(x, 0, z);
addVertexToVertexArray(x, 0, z + 1);
addVertexToVertexArray(x + 1, 0, z + 1);
}
}
}
private void addVertexToVertexArray(float x, float y, float z) {
vertices[verticesCounter] = x;
vertices[verticesCounter + 1] = y;
vertices[verticesCounter + 2] = z;
verticesCounter += 3;
}
public void draw(GL10 gl) {
gl.glFrontFace(GL10.GL_CCW);
gl.glEnable(GL10.GL_CULL_FACE);
gl.glCullFace(GL10.GL_BACK);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexFloatBuffer);
gl.glDrawArrays(GL10.GL_TRIANGLES, 0, vertices.length);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisable(GL10.GL_CULL_FACE);
}
private void setBuffers() {
ByteBuffer verticesByteBuffer = ByteBuffer.allocateDirect(vertices.length * 4);
verticesByteBuffer.order(ByteOrder.nativeOrder());
vertexFloatBuffer = verticesByteBuffer.asFloatBuffer();
vertexFloatBuffer.put(vertices);
vertexFloatBuffer.position(0);
}
}
Any idea what is wrong ?