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1  Java Game APIs & Engines / OpenGL Development / Re: Problems with OpenGL VBOs on: 2012-11-01 18:27:57
Thanks Tongue I was half-reading a tutorial but I was trying to do my own way at the same time Tongue I'll look up on vertex arrays some more - thanks.
2  Java Game APIs & Engines / OpenGL Development / Problems with OpenGL VBOs on: 2012-11-01 17:10:24
Hello, I've made a basic corridor using immediate OpenGL drawing and I want to transfer it to VBOs. However, it just doesn't work. The immediate drawing works fine, yet I tried to make it using VBOs and it doesn't work. Here is what I am trying to create:

And here is the code that I used for that:
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      GL11.glColor3f(1F, 0F, 0F);
      GL11.glVertex3f(0.5F, 1.5F, 1.0F);
      GL11.glColor3f(0F, 1F, 0F);
      GL11.glVertex3f(0.5F, 1.5F, -15.0F);
      GL11.glColor3f(0F, 0F, 1F);
      GL11.glVertex3f(0.5F, -1.5F, -15.0F);
      GL11.glColor3f(0.5F, 0.5F, 0.5F);
      GL11.glVertex3f(0.5F, -1.5F, 1.0F);


Yet when I try to use VBOs for the same thing, it doesn't work and I just get a black window. Here is my class to create is using VBOs.
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import java.nio.FloatBuffer;

import org.lwjgl.*;
import org.lwjgl.opengl.*;
import org.lwjgl.util.glu.GLU;

import static org.lwjgl.opengl.ARBBufferObject.*;
import static org.lwjgl.opengl.ARBVertexBufferObject.*;
import static org.lwjgl.opengl.GL11.*;

public class VBO {
   
   static int w = 640;
   static int h = 480;

   public static void main(String[] args) {
      try {
         initWindow();
         renderLoop();
      } catch (LWJGLException e) {
         e.printStackTrace();
      }
   }

   static void initWindow() throws LWJGLException {
      Display.setDisplayMode(new DisplayMode(w, h));
      Display.setFullscreen(false);
      Display.create();

      glViewport(0, 0, w, h);
   }

   static void renderLoop() {
      while (!Display.isCloseRequested()) {
         preRender();
         render();

         Display.update();
         Display.sync(20);
      }
      Display.destroy();
   }

   static void preRender() {
      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT
            | GL_STENCIL_BUFFER_BIT);

      glMatrixMode(GL_PROJECTION);
      glLoadIdentity();

      glMatrixMode(GL_MODELVIEW);
      glLoadIdentity();
   }

   static void render() {
      glClearColor(1, 1, 1, 1);
      glLoadIdentity();
      glBegin(7);
      drawVertexArray();
   }

   static void drawVertexArray() {
      FloatBuffer cBuffer = BufferUtils.createFloatBuffer(12);
      cBuffer.put(1).put(0).put(0);
      cBuffer.put(0).put(1).put(0);
      cBuffer.put(0).put(0).put(1);
      cBuffer.put(0.5F).put(0.5F).put(0.5F);
      cBuffer.flip();

      FloatBuffer vBuffer = BufferUtils.createFloatBuffer(12);
      vBuffer.put(0.5F).put(1.5f).put(1.0f);
      vBuffer.put(0.5f).put(1.5f).put(-15.0f);
      vBuffer.put(0.5f).put(-1.5f).put(-15.0f);
      vBuffer.put(0.5f).put(-1.5f).put(1.0f);
      vBuffer.flip();
     
      glEnableClientState(GL_VERTEX_ARRAY);
      glEnableClientState(GL_COLOR_ARRAY);

      glColorPointer(4, /* stride */4 << 2, cBuffer);
      glVertexPointer(4, /* stride */4 << 2, vBuffer);
      glDrawArrays(GL_QUADS, 0, /* elements */4);

      glDisableClientState(GL_COLOR_ARRAY);
      glDisableClientState(GL_VERTEX_ARRAY);
   }
}
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