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  VBO with colors  (Read 672 times)
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Offline Doubstract
« Posted 2014-02-27 18:22:33 »

I know basics of VBO's, right now i am rendering my game blocks with VBO, and i am using only vertex array and texture coord array. Right now i am trying to add colors array to VBO, but i am failing in here. Maybe somebody can edit this part of code:
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...........           
            glEnableClientState(GL_VERTEX_ARRAY);
            glEnableClientState(GL_TEXTURE_COORD_ARRAY);
            glEnableClientState(GL11.GL_COLOR_ARRAY);
            glBindBuffer(GL_ARRAY_BUFFER, vboVertexID);
           
            glVertexPointer(2, GL_FLOAT, 7 << 2, 0);
            glTexCoordPointer(2, GL_FLOAT, 7 << 2, 2 << 2);
            GL11.glColorPointer(3, GL_FLOAT, 7 << 3,4 << 3);
           
            glBindTexture(GL_TEXTURE_2D, Main.texture.id);
            glDrawArrays(GL_QUADS, 0, 20*16*16);
...........


I want to use colors, please help me.
Online Riven
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« Reply #1 - Posted 2014-02-27 18:37:13 »

When interleaving data, your stride must be the same for every vertex attribute.

It seems you do not understand the bit-shifting. You basically never shift 3 bits, when pointing at primitive offsets in OpenGL (rarely should one use longs or doubles as vertex attributes).



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int stride = (2 << 2) + (2 << 2) + (3 << 2);
int offset = 0;
glVertexPointer(2,   GL_FLOAT, stride, offset);
offset += 2 << 2;
glTexCoordPointer(2, GL_FLOAT, stride, offset);
offset += 2 << 2;
glColorPointer(3,    GL_FLOAT, stride, offset);
offset += 3 << 2;
// offset == stride

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Offline Doubstract
« Reply #2 - Posted 2014-02-28 12:52:28 »

Thank you!
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