• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Hector San Roman Lanza

Problem load multiple meshes

8 posts in this topic

Hi!

 

I have a method that load a mesh from .obj, and Initialice. It works when I load one mesh only...But If I load two o more different meshes, the first that I load take the values ( vertices, indices... ) from the second. I think that the problem is in VAO or VBO, but i can´t found the error.

 

There is the initialice method from Mesh Class:

 

void MeshPart::Initialize()
{
    // Creamos el VAO

    glGenVertexArrays(1, &BufferIds[0]);

    ExitOnGLError("ERROR: No se puede generar el VAO");
    glBindVertexArray(BufferIds[0]);
    ExitOnGLError("ERROR: No se puede bindear el VAO");

    // Activamos dos vertex attribute locations
    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);
    ExitOnGLError("ERROR: No se puede activar los vertex attributes");

    // Creamos los VBO
    glGenBuffers(2, &BufferIds[1]);
    ExitOnGLError("ERROR: No se pueden generar los buffer objects");

    // Bindeamos el VBO al VAO
    glBindBuffer(GL_ARRAY_BUFFER, BufferIds[1]);
    glBufferData(GL_ARRAY_BUFFER, vtn.size()*sizeof(VertexTextureNormal), &vtn[0], GL_STATIC_DRAW);
    ExitOnGLError("ERROR: No se puede bindear el VBO al VAO");

    glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(vtn[0]) ,0);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(vtn[0]) , (GLvoid*) sizeof(vtn[0].position));
    ExitOnGLError("ERROR: Could not set VAO attributes");

    // Creamos el IBO
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, BufferIds[2]);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), &indices.front(), GL_STATIC_DRAW);
    ExitOnGLError("ERROR: No se puede bindear el IBO al VAO");

    glBindVertexArray(0);
}

 

 

Does anyone know what happens to me?

 

 

0

Share this post


Link to post
Share on other sites

MeshPart should be an instancable class, not static.  BufferIds should be a non-static member of that class.

After ensuring this, also ensure that you are rendering each instance separately rather than accidentally rendering only the first one or only the last one.

 

 

L. Spiro

0

Share this post


Link to post
Share on other sites

the render function of meshparts:

 

 

 

void MeshPart::Draw()
{
    glBindVertexArray(BufferIds[0]);
    ExitOnGLError("ERROR: No se puede bindear el VAO para dibujar");


    glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, (GLvoid*)0);
    ExitOnGLError("ERROR: No se puede dibujar el meshpart");


    glBindVertexArray(0);
}
 
0

Share this post


Link to post
Share on other sites

If i remember correctly from the doc, vao does not store the vbo information. So i would try to also glBind the vbo you want to use as well before calling calling drawElements

0

Share this post


Link to post
Share on other sites

The problem isn´t the VAO or VBO. Before I load the cube, the plane have his data. After I load the cube, plane have the cube data. While the data cube load , the plane have the correctly data. I don´t know what its the problem. At least VBO and VAO are discarted.

 

Thanks for your attention.

Edited by ShotoReaper
0

Share this post


Link to post
Share on other sites

The problem isn´t the VAO or VBO. Before I load the cube, the plane have his data. After I load the cube, plane have the cube data. While the data cube load , the plane have the correctly data. I don´t know what its the problem. At least VBO and VAO are discarted.
 
Thanks for your attention.

That is not consistent with what code you have shown, in which it is very clear that meshes are instances and not over-writable by standard means. There are of course mistakes that still could lead to this result but you will need to show more code.


L. Spiro
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0