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  [SOLVED] Preceding VBO render call  (Read 295 times)
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Offline DazKins
« Posted 2013-10-02 15:20:24 »

So whenever you render anything in OpenGL, sticking a glColor3f or 4f call in front of it will change it's colour e.g:

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glColor3f(1.0f, 0.0f, 0.0f);

glBegin(GL_QUADS);
glVertex2f(0, 0);
glVertex2f(10, 0);
glVertex2f(10, 10);
glVertex2f(0, 10);
glEnd();


produces a red square.

In my buffer object class, I have a function to render to vbo:

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   public void render() {
      if (editing)
         throw new RuntimeException("Buffer is still being edited!");
     
      if (hasTexture);
         img.bindGLTexture();

      if (useVBO) {
         GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
         GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
         GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);

         GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, ID);
         GL11.glVertexPointer(3, GL11.GL_FLOAT, 4 * 8, 0);
         GL11.glColorPointer(3, GL11.GL_FLOAT, 4 * 8, 4 * 3);
         GL11.glTexCoordPointer(2, GL11.GL_FLOAT, 4 * 8, 4 * 6);
         GL11.glDrawArrays(GL11.GL_QUADS, 0, vertexCount);
         GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);

         GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
         GL11.glDisableClientState(GL11.GL_COLOR_ARRAY);
         GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);
      } else {
         GL11.glCallList(ID);
      }
   }


I recently discovered i cannot precede this with a glColor3f call to change the colour e.g:

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BufferObject bo = new BufferObject();
//Generate object

glColor3f(1.0f, 0.0f, 0.0f);
bo.render();


will not work. Is there something I'm doing wrong to make this work? If not, how could I emulate an effect like this without having to make a seperate VBO for each colour?

(Please note, none of this code is copy and pasted so spelling or syntax errors are not the issue)

Thanks  Cheesy

DazKins

Check out my Dev Blog: http://dazkins.tumblr.com
Offline RobinB

JGO Ninja


Medals: 44
Projects: 1
Exp: 3 years


Spacegame in progress


« Reply #1 - Posted 2013-10-02 15:47:48 »

Why do you pass GL11.glColorPointer(3, GL11.GL_FLOAT, 4 * 8, 4 * 3);, if youre going to change the color anyways?

But to anwer your question, Shaders!
Offline DazKins
« Reply #2 - Posted 2013-10-02 16:19:11 »

Yes, this is the exact answer i came up with when writing the question, haha!

I guess that was a bit dumb of me, thanks for the reply though!

DazKins

Check out my Dev Blog: http://dazkins.tumblr.com
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