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BlueSpud

VBOs Crash When Using Textures

7 posts in this topic

Hey,

So I've tried to implement VBOs to see if they would be beneficial over display lists. I wanted to start out simple, so drawing a textured quad on the screen. Drawing a non-textured quad is fine. However as soon I try to put in texture coordinates, crash. I have absolutely no idea whats wrong. When I bind 0 to texture and shader, everything is fine, but the quad is white, as you would expect. The exact same code works just fine with display lists. Here is my code:

//create a vertex buffer object for the particles to use
        glGenBuffers(1, &VBO);
        glBindBuffer(GL_ARRAY_BUFFER, VBO);
        
        //create the data, this is really sloppy
        float QuadVertextData[] = {0,0,0,1,0,0,1,1,0,0,1,0};
        float QuadTextureData[] = {0,1,1,1,1,0,0,0};
        
        glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3, &QuadVertextData, GL_STATIC_DRAW);
        
        glBindBuffer(GL_ARRAY_BUFFER, 0);
        
        //generate another buffer for the texcoords
        glGenBuffers(1, &VBOT);
        glBindBuffer(GL_ARRAY_BUFFER, VBOT);
        glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*2, &QuadTextureData, GL_STATIC_DRAW);
        
        glBindBuffer(GL_ARRAY_BUFFER, 0);

render:

        glUseProgram(shader);
        
        glBindTexture(GL_TEXTURE_2D, texture);
        
        for (int i = 0; i < Quads.size(); i++)
        {
            Quads[i]->render(shader, cam);
        }

//the quad render
glBindBuffer(GL_ARRAY_BUFFER, VBO);
        glVertexPointer(3, GL_FLOAT, 0, 0);
        
        glBindBuffer(GL_ARRAY_BUFFER, VBOT);
        glTexCoordPointer(2, GL_FLOAT, 0, 0);
        
        glEnableClientState(GL_VERTEX_ARRAY);
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);
    
        glDrawArrays(GL_QUADS, 0, 4);
        
        glDisableClientState(GL_VERTEX_ARRAY);
        glDisableClientState(GL_TEXTURE_COORD_ARRAY);

 I really have no idea whats wrong with this. From everything I've looked at, this should absolutely fine. Id love some help or advice, anything. Thanks.

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Your glBufferData calls are wrong.  Instead of "&QuadVertexData" you should use "QuadVertexData" (i.e without the "&") or "&QuadVertexData[0]".  Likewise for QuadTextureData.

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Your glBufferData calls are wrong.  Instead of "&QuadVertexData" you should use "QuadVertexData" (i.e without the "&") or "&QuadVertexData[0]".  Likewise for QuadTextureData.

While you're right, it doesn't make a difference and still crashes.

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The postet code looks fine so far (without testing it)

 

Can you post the part where you create the texture?

Also the exception which is thrown (i assume there is one if you mention a crash) would be interesting, together with the information where your code exactly crashes

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The postet code looks fine so far (without testing it)

 

Can you post the part where you create the texture?

Also the exception which is thrown (i assume there is one if you mention a crash) would be interesting, together with the information where your code exactly crashes

I can't imagine that the texture is the problem because both display lists and immediate mode have no problem using it. It throws EXC_BAD_ACESS right on glDrawArrays. If I bind texture 0 and shader 0, everything works swimmingly, which is like the weirdest thing I've ever heard.

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It's hard to guess this kind of stuff, because the problem could be anywhere. Can you make a simple example program which causes that crash?

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and try "QuadTextureData" instead of "&QuadTextureData" in glBufferData(...).

Edited by Yaoyi
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and shader 0

changing a shader to a bound VBO state can (or not) mean a different vertex buffer layout being needed by the shader program. Bad access can mean your vertex funtion input and bound VBO layout does not match.

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