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  VBOs not working  (Read 229 times)
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Offline Waterwolf

JGO n00b
*

Posts: 36
Medals: 2



« on: 2011-12-03 08:18:00 »

So I tried to get VBOs to work but it doesn't render anything and I couldn't find anything being the noob I am  Shocked

Here's the code for rendering a box
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public class TestModel implements Model {
   
   int vertexBufferID;
   
   // cube ///////////////////////////////////////////////////////////////////////
  //  v6----- v5
  // /|      /|
  //v1------v0|
  //| |     | |
  //| |v7---|-|v4
  //|/      |/
  //v2------v3
 
   //vertex coords array
  FloatBuffer vertices = BufferUtils.createFloatBuffer(3 * 24).put(new float[] {1,1,1,  -1,1,1,  -1,-1,1,  1,-1,1,        // v0-v1-v2-v3
                      1,1,1,  1,-1,1,  1,-1,-1,  1,1,-1,        // v0-v3-v4-v5
                      1,1,1,  1,1,-1,  -1,1,-1,  -1,1,1,        // v0-v5-v6-v1
                      -1,1,1,  -1,1,-1,  -1,-1,-1,  -1,-1,1,    // v1-v6-v7-v2
                      -1,-1,-1,  1,-1,-1,  1,-1,1,  -1,-1,1,    // v7-v4-v3-v2
                      1,-1,-1,  -1,-1,-1,  -1,1,-1,  1,1,-1});   // v4-v7-v6-v5
 
   //normal array
  FloatBuffer normals = BufferUtils.createFloatBuffer(3 * 24).put(new float[] {0,0,1,  0,0,1,  0,0,1,  0,0,1,             // v0-v1-v2-v3
                     1,0,0,  1,0,0,  1,0,0, 1,0,0,              // v0-v3-v4-v5
                     0,1,0,  0,1,0,  0,1,0, 0,1,0,              // v0-v5-v6-v1
                     -1,0,0,  -1,0,0, -1,0,0,  -1,0,0,          // v1-v6-v7-v2
                     0,-1,0,  0,-1,0,  0,-1,0,  0,-1,0,         // v7-v4-v3-v2
                     0,0,-1,  0,0,-1,  0,0,-1,  0,0,-1});        // v4-v7-v6-v5
 
   //color array
  FloatBuffer colors = BufferUtils.createFloatBuffer(3 * 24).put(new float[] {1,1,1,  1,1,0,  1,0,0,  1,0,1,              // v0-v1-v2-v3
                    1,1,1,  1,0,1,  0,0,1,  0,1,1,              // v0-v3-v4-v5
                    1,1,1,  0,1,1,  0,1,0,  1,1,0,              // v0-v5-v6-v1
                    1,1,0,  0,1,0,  0,0,0,  1,0,0,              // v1-v6-v7-v2
                    0,0,0,  0,0,1,  1,0,1,  1,0,0,              // v7-v4-v3-v2
                    0,0,1,  0,0,0,  0,1,0,  0,1,1});             // v4-v7-v6-v5
 
   public TestModel() {
      vertexBufferID = createVBOID();
      System.out.println("VBO id: " + vertexBufferID);
      renderToVbo();
   }
   
   public static int createVBOID() {
      if (GLContext.getCapabilities().GL_ARB_vertex_buffer_object) {
         IntBuffer buffer = BufferUtils.createIntBuffer(1);
         ARBVertexBufferObject.glGenBuffersARB(buffer);
         return buffer.get(0);
      }
      return 0;
   }

        // Helper method
  public int sizeof(FloatBuffer fb) {
      return fb.capacity();
   }
   
   public void renderToVbo() {
     
     
      ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, vertexBufferID);
     
      ARBVertexBufferObject.glBufferDataARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, sizeof(vertices)+sizeof(normals)+sizeof(colors), ARBVertexBufferObject.GL_STATIC_DRAW_ARB);
      ARBVertexBufferObject.glBufferSubDataARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, 0, vertices);                             // copy vertices starting from 0 offest
     ARBVertexBufferObject.glBufferSubDataARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, sizeof(vertices), normals);                // copy normals after vertices
     ARBVertexBufferObject.glBufferSubDataARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, sizeof(vertices)+sizeof(normals), colors);  // copy colours after normals
     
   }

   
   @Override
   public void render() {

     
      ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, vertexBufferID);

      GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY);
      GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
      GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);

      GL11.glNormalPointer(GL11.GL_FLOAT, 0, sizeof(vertices));
      GL11.glColorPointer(3, GL11.GL_FLOAT, 0, (sizeof(vertices)+sizeof(normals)));
      GL11.glVertexPointer(3, GL11.GL_FLOAT, 0, 0);

      GL11.glDrawArrays(GL11.GL_QUADS, 0, 24);
     
      GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);  // disable vertex arrays
     GL11.glDisableClientState(GL11.GL_COLOR_ARRAY);
      GL11.glDisableClientState(GL11.GL_NORMAL_ARRAY);

                ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, 0);

   }

}


To render it I simply use testModel.render()
Offline ra4king

JGO Kernel
*****

Posts: 3160
Medals: 196


I'm the King!


« Reply #1 on: 2011-12-03 08:33:49 »

You didn't flip your buffers Wink

Offline Waterwolf

JGO n00b
*

Posts: 36
Medals: 2



« Reply #2 on: 2011-12-03 08:53:13 »

Okay solved this in IRC with assistance from ra4king and MatthiasM! In case someone in distant future reads this you need to flip the buffer as ra4king said and the VBO size must be in bytes.
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