I am trying to render two different triangles with IBOs. I stored the six vertices in one VBO and tried to access them through two separate IBOs. The problem is the first IBO renders but the second doesn't. The createVertices and createIndices are called at initialization.
void createVertices()
{
//Vertex Data
GLfloat v[] = { 0.95f, 0.75f, 0.0f, 1.0f,
0.75f, -0.75f, 0.0f, 1.0f,
0.0f, -0.75f, 0.0f, 1.0f, // END OF TRIANGLE 1
-0.75, 0.75f, 0.5f, 1.0f,
-0.75, -0.75f, 0.5f, 1.0f,
0.0f, -0.75f, 0.5f, 1.0f }; // END OF TRIANGLE 2
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(v), v, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
//////////
void createIndices()
{
GLushort i[] = { 0,1,2};
glGenBuffers(2, IBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO[0]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(i), i, GL_STATIC_DRAW);
size = (sizeof(i)/sizeof(GLushort)); // USED IN DRAWELEMENTS
GLushort w[] = { 3,4,5};
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(w), w, GL_STATIC_DRAW);
size2 = (sizeof(i)/sizeof(GLushort)); // USED IN DRAWELEMENTS
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
/////////
void Render()
{
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shader.SProgram);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0,4, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO[0]);
glDrawElements(GL_TRIANGLES,size,GL_UNSIGNED_SHORT,(GLvoid*)IBO[0]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO[1]);
glDrawElements(GL_TRIANGLES,size2,GL_UNSIGNED_SHORT,(GLvoid*)IBO[1]);
glUseProgram(0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}