So turns out I had my indices declared in clockwise order (Thinking that would face the normal towards the Camera) and GL_CULL_FACE enabled. Switched the indices around and all is good with the world.
OpenGL ES 2.0: Can't seem to render second VBO?
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18-10-2022 - |
Question
I have 2 VBO's and 2 IBO's in OpenGL ES 2.0. I don't have any problems rendering the first VBO but the second one doesn't get rendered. I do not get an error either.
First VBO contains a GL_STATIC_DRAW object with 9 vertices. The second VBO contains 4 vertices to create a simple 2D plane so that I can render a user interface into it.
Here's the relevant parts of my code in C. renderBG()
renders the first VBO and renderUI()
renders the second VBO. Am I doing this the correct way?
void renderBG(OGL_STATE_T *state) {
matIdentity(modelViewMatrix);
matTranslate(modelViewMatrix, 0, 0, -1.0);
_currentRotation = _currentRotation + 0.5;
_currentRotation = fmod(_currentRotation, 360);
matRotate(modelViewMatrix, 0, 0, 45);
matRotate(modelViewMatrix, 0, _currentRotation, 0);
const GLfloat *mvMat = modelViewMatrix;
const GLfloat *pMat = projectionMatrix;
glClearColor(0, 0.05, 0, 1.0);
glClearDepthf(10.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0,0,state->screen_width, state->screen_height);
glBindBuffer(GL_ARRAY_BUFFER, state->nsVB);
glUniformMatrix4fv(_projectionUniform, 1, 0, pMat);
glUniformMatrix4fv(_modelViewUniform, 1, 0, mvMat);
glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex),
(GLvoid *) (sizeof(float) * 3));
glEnableVertexAttribArray(_positionSlot);
glEnableVertexAttribArray(_colorSlot);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, state->nsIB);
glDrawElements(GL_TRIANGLES, sizeof(nsIndices)/sizeof(nsIndices[0]),
GL_UNSIGNED_BYTE, 0);
}
void renderUI(OGL_STATE_T *state) {
matIdentity(modelViewMatrix);
matTranslate(modelViewMatrix, 0, 0, -1.0);
const GLfloat *mvMat2 = modelViewMatrix;
const GLfloat *pMat2 = projectionMatrix;
glViewport(0,0,state->screen_width, state->screen_height);
glBindBuffer(GL_ARRAY_BUFFER, state->uiVB);
glUniformMatrix4fv(_projectionUniform, 1, 0, pMat2);
glUniformMatrix4fv(_modelViewUniform, 1, 0, mvMat2);
glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex),
(GLvoid *) (sizeof(float) * 3));
glEnableVertexAttribArray(_positionSlot);
glEnableVertexAttribArray(_colorSlot);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, state->uiIB);
glDrawElements(GL_TRIANGLES, uiIndicesArraySize / uiIndicesElementSize,
GL_UNSIGNED_BYTE, 0);
GLenum err;
if ((err = glGetError()) != GL_NO_ERROR)
printf("There was an error");
}
void render(OGL_STATE_T *state) {
renderBG(state);
renderUI(state);
eglSwapBuffers(state->display, state->surface);
check();
}
EDIT:
Here's some additional information. This is how the Vertex and Index arrays are populated in the second VBO:
GLfloat _width = uiWidth;
GLfloat _height = uiHeight;
Vertex uiVertices[] = {
{{-_width,_height,0}, {1,1,1,1}}, // Top left
{{_width,_height,0}, {1,1,1,1}}, // Top right
{{-_width,-_height,0}, {1,1,1,1}}, // Bottom left
{{_width,-_height,0}, {1,1,1,1}} // Bottom right
};
GLubyte uiIndices[] = {
0,1,2,
2,1,3
};
uiVerticesArraySize = sizeof(uiVertices);
uiVerticesElementSize = sizeof(uiVertices[0]);
uiIndicesArraySize = sizeof(uiIndices);
uiIndicesElementSize = sizeof(uiIndices[0]);
printf("%f %f\n", uiVertices[0].Position[0], uiVertices[0].Position[1]);
glGenBuffers(1, &state->uiVB);
glBindBuffer(GL_ARRAY_BUFFER, state->uiVB);
glBufferData(GL_ARRAY_BUFFER, sizeof(uiVertices), uiVertices, GL_STATIC_DRAW);
glGenBuffers(1, &state->uiIB);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, state->uiIB);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(uiIndices), uiIndices, GL_STATIC_DRAW);
Solution
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