Jump to content

  • Log In with Google      Sign In   
  • Create Account


Using Vertex Buffers


Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

  • You cannot reply to this topic
2 replies to this topic

#1 Matthewj234   Members   -  Reputation: 760

Like
0Likes
Like

Posted 27 May 2012 - 05:30 PM

Hey guys, So Ive been pondering this for a while, and its annoying me. I am using LWJGL and I am trying to render a simple cube, buy using an array of verticies. Can anyone offer some help as to how to do this. I think im close, but its just wont seem to work :)

Anyway, the code is below, thanks in advance for any help offered!

public Voxel(float x, float y, float z) {
  // Set the location
  this.xOffs = x;
  this.yOffs = y;
  this.zOffs = z;
  // _initVertex();
  // Set the coordinates
  Float[] v = {
    // abccda
    // Top
    xp, yp, zm, xm, yp, zm, xm, yp, zp, xm, yp, zp, xp, yp, zp, xp, yp, zm,
    // Bottom
    // hgffeh
    xp, ym, zp, xm, ym, zp, xm, ym, zm, xm, ym, zm, xp, ym, zm, xp, ym, zp,
    // Front
    // dcgghd
    xp, yp, zp, xm, yp, zp, xm, ym, zp, xm, ym, zp, xp, ym, zp, xp, yp, zp,
    // Back
    // baeefb
    xm, yp, zm, xp, yp, zm, zp, ym, zp, xp, ym, zm, xm, ym, zm, xm, yp, zm,
    // Left
    // cbffgc
    xm, yp, zp, xm, yp, zm, xm, ym, zm, xm, ym, zm, xm, ym, zp, xm, yp, zp,
    // Right
    // adhhea
    xp, yp, zm, xp, yp, zp, xp, ym, zp, xp, ym, zp, xp, ym, zm, xp, yp, zm };
  vbo = BufferUtils.createFloatBuffer(v.length);
  for (int i = 0; i < v.length; i++) {
   vbo.put(v[i]);
  }
  vertices = v;
  System.out.println("" + vbo);
}
public void render() {
  glEnableClientState(GL_VERTEX_ARRAY);
// glVertexPointer(3, GL_FLOAT, 0, vbo);
  // draw a cube
  glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_BYTE, 0);
  // deactivate vertex arrays after drawing
  glDisableClientState(GL_VERTEX_ARRAY);
}


Sponsor:

#2 V-man   Members   -  Reputation: 797

Like
0Likes
Like

Posted 27 May 2012 - 08:56 PM

Did you remember to bind your VBO and IBO (glBindBuffer)?

Normally, things look like this
http://www.opengl.org/wiki/VBO_-_just_examples

Edited by V-man, 27 May 2012 - 08:56 PM.

Sig: http://glhlib.sourceforge.net
an open source GLU replacement library. Much more modern than GLU.
float matrix[16], inverse_matrix[16];
glhLoadIdentityf2(matrix);
glhTranslatef2(matrix, 0.0, 0.0, 5.0);
glhRotateAboutXf2(matrix, angleInRadians);
glhScalef2(matrix, 1.0, 1.0, -1.0);
glhQuickInvertMatrixf2(matrix, inverse_matrix);
glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);

#3 Matthewj234   Members   -  Reputation: 760

Like
0Likes
Like

Posted 31 May 2012 - 04:54 AM

Did you remember to bind your VBO and IBO (glBindBuffer)?

Normally, things look like this
http://www.opengl.or...-_just_examples


Sorry for taking so long to respond. But your reply helped, and it now all works :D Thank you!




Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.



PARTNERS