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  [LWJGL] interleaved VBO (textured quad) (help with Indices)  (Read 233 times)
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Offline orange451

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Medals: 7
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Your face. Your ass. What's the difference?


« Posted 2014-03-11 02:26:23 »

So I decided to try to update my method of using VBO's, as apparently I was using a deprecated method which doesn't work well on the core version of openGL (on this computer).

Upon looking at this example: http://www.lwjgl.org/wiki/index.php?title=The_Quad_textured which uses the updated method, I noticed something I hadn't used before. Indices. It's pretty well explained in that example, but what I haven't been able to understand, is why it seems to require a byteBuffer. When I change it to say an IntBuffer, or a FloatBuffer, the quad no longer renders.

Why is this?

Working on a nice FPS in lwjgl Smiley http://i.imgur.com/q4uFqBS.png
Feel free to message me if you're interested!
Offline Longarmx
« Reply #1 - Posted 2014-03-11 02:33:29 »

1  
GL11.glDrawElements(GL11.GL_TRIANGLES, indicesCount, GL11.GL_UNSIGNED_BYTE, 0);


See the GL_UNSIGNED_BYTE? Change that to GL_UNSIGNED_INT to specify the indices data type. You can then change the type to a floatbuffer. Also, indices shouldn't be a floatbuffer. It is sort of hard to have half a vertex  Wink

Offline orange451

Senior Member


Medals: 7
Projects: 1
Exp: 4 years


Your face. Your ass. What's the difference?


« Reply #2 - Posted 2014-03-11 02:35:12 »

 I feel dumb... that should have been an easy catch xD

Thanks! Smiley

[edit]
The only reason I would ever think of a float buffer, is because they have a larger maximum value than an int (afaik). BUT, I forgot Java doesn't use the typical 4byte integer... so it's maximum value is fine Smiley

Working on a nice FPS in lwjgl Smiley http://i.imgur.com/q4uFqBS.png
Feel free to message me if you're interested!
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