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Not long ago, I create a nice OBJ loader that loads 3D Studio Max files. Only problem is, is that although it works and works great, I wasn't using Vertex Buffers. Now that I applied Vertex Buffers, it seems to only use the first color of the texture and spread it all across the poiygon. I examined my code over and over again, and the Vertex Buffer code is correct. But when I comment out all of my vertex buffer code, it works as intended. I practically given up on fixing it on my own, so hopefully you guys will be able to figure out what is wrong.

    public static final int BYTES_PER_FLOAT = 4;
    public static final int POSITION_COMPONENT_COUNT_3D = 4;
    public static final int COLOR_COMPONENT_COUNT = 4;
    public static final int TEXTURE_COORDINATES_COMPONENT_COUNT = 2;
    public static final int NORMAL_COMPONENT_COUNT = 3;

    public static final int POSITION_COMPONENT_STRIDE_2D = POSITION_COMPONENT_COUNT_2D * BYTES_PER_FLOAT;
    public static final int POSITION_COMPONENT_STRIDE_3D = POSITION_COMPONENT_COUNT_3D * BYTES_PER_FLOAT;
    public static final int COLOR_COMPONENT_STRIDE = COLOR_COMPONENT_COUNT * BYTES_PER_FLOAT;
    public static final int TEXTURE_COORDINATE_COMPONENT_STRIDE = TEXTURE_COORDINATES_COMPONENT_COUNT * BYTES_PER_FLOAT;
    public static final int NORMAL_COMPONENT_STRIDE = NORMAL_COMPONENT_COUNT * BYTES_PER_FLOAT;

    int loadFile()
    {
        ArrayList<Vertex3D> tempVertexArrayList = new ArrayList<Vertex3D>();
        ArrayList<TextureCoord2D> tempTextureCoordArrayList = new ArrayList<TextureCoord2D>();
        ArrayList<Vector3D> tempNormalArrayList = new ArrayList<Vector3D>();
        ArrayList<Face3D> tempFaceArrayList = new ArrayList<Face3D>();
        StringBuilder body = new StringBuilder();

        try {
            InputStream inputStream = context.getResources().openRawResource(resourceID);
            InputStreamReader inputStreamReader = new InputStreamReader(inputStream);
            BufferedReader bufferedReader = new BufferedReader(inputStreamReader);
            String nextLine;
            String subString;
            String[] stringArray;
            String[] stringArray2;
            int[] indexNumberList = new int[3];
            int[] textureCoordNumberList = new int[3];
            int[] normalNumberList = new int[3];
            int i = 0;
            int j = 0;
            int k = 0;
            try {
                while ((nextLine = bufferedReader.readLine()) != null) {
                    if (nextLine.startsWith("v ")) {
                        subString = nextLine.substring(1).trim();
                        stringArray = subString.split(" ");
                        try {

                            tempVertexArrayList.add(new Vertex3D(Float.parseFloat(stringArray[0]),
                                    Float.parseFloat(stringArray[1]),
                                    Float.parseFloat(stringArray[2]), 1f));
                        }
                        catch(NumberFormatException e){
                            Log.d(TAG, "Error: Invalid number format in loading vertex list");
                            return 0;
                        }
                        String x = String.valueOf(tempVertexArrayList.get(i).x);
                        String y = String.valueOf(tempVertexArrayList.get(i).y);
                        String z = String.valueOf(tempVertexArrayList.get(i).z);
                        //Log.d(TAG, "vertex " + String.valueOf(i) + ": " + x + ", " + y + ", " + z);
                        i++;
                    }

                    if (nextLine.startsWith("vn ")) {
                        subString = nextLine.substring(2).trim();
                        stringArray = subString.split(" ");
                        try {
                            if(reverseNormals){
                                tempNormalArrayList.add(new Vector3D(-Float.parseFloat(stringArray[0]),
                                        -Float.parseFloat(stringArray[1]),
                                        -Float.parseFloat(stringArray[2])));
                            }
                            else{
                                tempNormalArrayList.add(new Vector3D(Float.parseFloat(stringArray[0]),
                                        Float.parseFloat(stringArray[1]),
                                        Float.parseFloat(stringArray[2])));
                            }

                        }
                        catch(NumberFormatException e){
                            Log.d(TAG, "Error: Invalid number format in loading normal list");
                            return 0;
                        }
                        String nx = String.valueOf(tempNormalArrayList.get(j).x);
                        String ny = String.valueOf(tempNormalArrayList.get(j).y);
                        String nz = String.valueOf(tempNormalArrayList.get(j).z);
                        //Log.d(TAG, "normal " + String.valueOf(j) + ": " + nx + ", " + ny + ", " + nz);
                        j++;
                    }

                    if (nextLine.startsWith("vt ")) {
                        subString = nextLine.substring(2).trim();
                        stringArray = subString.split(" ");
                        try {
                            tempTextureCoordArrayList.add(new TextureCoord2D(Float.parseFloat(stringArray[0]),
                                    Float.parseFloat(stringArray[1])));
                        }
                        catch(NumberFormatException e){
                            Log.d(TAG, "Error: Invalid number format in loading texture coordinate list");
                            return 0;
                        }
                        String tu = String.valueOf(tempTextureCoordArrayList.get(k).tu);
                        String tv = String.valueOf(tempTextureCoordArrayList.get(k).tv);
                        //Log.d(TAG, "texture coord " + String.valueOf(k) + ": " + tu + ", " + tv);
                        k++;
                    }

                    if (nextLine.startsWith("f ")) {
                        subString = nextLine.substring(1).trim();
                        stringArray = subString.split(" ");
                        for (int index = 0; index <= 2; index++) {
                            stringArray2 = stringArray[index].split("/");
                            try {
                                indexNumberList[index] = Integer.parseInt(stringArray2[0]) - 1;
                                if(indexNumberList[index] < 0){
                                    Log.d(TAG, "Error: indexNumberList[] is less than zero");
                                    return 0;
                                }
                            }
                            catch(NumberFormatException e){
                                Log.d(TAG, "Error: Invalid number format in loading indexNumberList[]");
                                return 0;
                            }

                            try{
                                textureCoordNumberList[index] = Integer.parseInt(stringArray2[1]) - 1;
                                if(textureCoordNumberList[index] < 0){
                                    Log.d(TAG, "Error: textureCoordNumberList[] is less than zero");
                                    return 0;
                                }
                            }
                            catch(NumberFormatException e){
                                Log.d(TAG, "Error: Invalid number format in loading textureCoordNumberList[]");
                                return 0;
                            }

                            try{
                                normalNumberList[index] = Integer.parseInt(stringArray2[2]) - 1;
                                if(normalNumberList[index] < 0){
                                    Log.d(TAG, "Error: normalNumberList[] is less than zero");
                                    return 0;
                                }
                            }
                            catch(NumberFormatException e){
                                Log.d(TAG, "Error: Invalid number format in loading normalNumberList[]");
                                return 0;
                            }
                        }
                        tempFaceArrayList.add(new Face3D(indexNumberList[0], textureCoordNumberList[0], normalNumberList[0],
                                indexNumberList[1], textureCoordNumberList[1], normalNumberList[1],
                                indexNumberList[2], textureCoordNumberList[2], normalNumberList[2]));
                    }

                    body.append(nextLine);
                    body.append('\n');
                }

                //Now that everything has successfully loaded, you can now populate the public variables.
                if(tempVertexArrayList != null && tempVertexArrayList.size() != 0)
                    vertexArrayList.addAll(tempVertexArrayList);

                if(tempTextureCoordArrayList != null && tempTextureCoordArrayList.size() != 0)
                    textureCoordArrayList.addAll(tempTextureCoordArrayList);

                if(tempNormalArrayList != null && tempNormalArrayList.size() != 0)
                    normalArrayList.addAll(tempNormalArrayList);

                if(tempFaceArrayList != null && tempFaceArrayList.size() != 0)
                    faceArrayList.addAll(tempFaceArrayList);

                vertexList = new float[faceArrayList.size() * POSITION_COMPONENT_COUNT_3D * NUMBER_OF_SIDES_PER_FACE];
                indexList = new short[faceArrayList.size() * NUMBER_OF_SIDES_PER_FACE];
                colorList = new float[faceArrayList.size() * COLOR_COMPONENT_COUNT * NUMBER_OF_SIDES_PER_FACE];
                textureCoordList = new float[faceArrayList.size() * TEXTURE_COORDINATES_COMPONENT_COUNT * NUMBER_OF_SIDES_PER_FACE];
                normalList = new float[faceArrayList.size() * NORMAL_COMPONENT_COUNT * NUMBER_OF_SIDES_PER_FACE];

                int nextFace = 0;
                int step = POSITION_COMPONENT_COUNT_3D * NUMBER_OF_SIDES_PER_FACE;

                for (int currentVertex = 0; currentVertex < vertexList.length; currentVertex += step){
                    vertexList[currentVertex + 0] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(0)).x;
                    vertexList[currentVertex + 1] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(0)).y;
                    vertexList[currentVertex + 2] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(0)).z;
                    vertexList[currentVertex + 3] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(0)).w;

                    vertexList[currentVertex + 4] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(1)).x;
                    vertexList[currentVertex + 5] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(1)).y;
                    vertexList[currentVertex + 6] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(1)).z;
                    vertexList[currentVertex + 7] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(1)).w;

                    vertexList[currentVertex + 8] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(2)).x;
                    vertexList[currentVertex + 9] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(2)).y;
                    vertexList[currentVertex + 10] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(2)).z;
                    vertexList[currentVertex + 11] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(2)).w;

                    nextFace++;
                }

                numberOfVertices = vertexList.length / POSITION_COMPONENT_COUNT_3D;

                nextFace = 0;

                for (int currentIndex = 0; currentIndex < indexList.length; currentIndex += NUMBER_OF_SIDES_PER_FACE){
                    indexList[currentIndex + 0] = faceArrayList.get(nextFace).indexNumberList.get(0).shortValue();
                    indexList[currentIndex + 1] = faceArrayList.get(nextFace).indexNumberList.get(1).shortValue();
                    indexList[currentIndex + 2] = faceArrayList.get(nextFace).indexNumberList.get(2).shortValue();
                }

                step = COLOR_COMPONENT_COUNT * NUMBER_OF_SIDES_PER_FACE;

                for (int currentVertex = 0; currentVertex < colorList.length; currentVertex += step){
                    colorList[currentVertex + 0] = red;
                    colorList[currentVertex + 1] = green;
                    colorList[currentVertex + 2] = blue;
                    colorList[currentVertex + 3] = alpha;

                    colorList[currentVertex + 4] = red;
                    colorList[currentVertex + 5] = green;
                    colorList[currentVertex + 6] = blue;
                    colorList[currentVertex + 7] = alpha;

                    colorList[currentVertex + 8] = red;
                    colorList[currentVertex + 9] = green;
                    colorList[currentVertex + 10] = blue;
                    colorList[currentVertex + 11] = alpha;
                }

                nextFace = 0;
                step = TEXTURE_COORDINATES_COMPONENT_COUNT * NUMBER_OF_SIDES_PER_FACE;

                for (int currentVertex = 0; currentVertex < textureCoordList.length; currentVertex += step){
                    textureCoordList[currentVertex + 0] = textureCoordArrayList.get(faceArrayList.get(nextFace).textureCoordNumberList.get(0)).tu * mult;
                    textureCoordList[currentVertex + 1] = textureCoordArrayList.get(faceArrayList.get(nextFace).textureCoordNumberList.get(0)).tv * mult;

                    textureCoordList[currentVertex + 2] = textureCoordArrayList.get(faceArrayList.get(nextFace).textureCoordNumberList.get(1)).tu * mult;
                    textureCoordList[currentVertex + 3] = textureCoordArrayList.get(faceArrayList.get(nextFace).textureCoordNumberList.get(1)).tv * mult;

                    textureCoordList[currentVertex + 4] = textureCoordArrayList.get(faceArrayList.get(nextFace).textureCoordNumberList.get(2)).tu * mult;
                    textureCoordList[currentVertex + 5] = textureCoordArrayList.get(faceArrayList.get(nextFace).textureCoordNumberList.get(2)).tv * mult;

                    nextFace++;
                }

                nextFace = 0;
                step = NORMAL_COMPONENT_COUNT * NUMBER_OF_SIDES_PER_FACE;

                for (int currentVertex = 0; currentVertex < normalList.length; currentVertex += step){
                    normalList[currentVertex + 0] = normalArrayList.get(faceArrayList.get(nextFace).normalNumberList.get(0)).x;
                    normalList[currentVertex + 1] = normalArrayList.get(faceArrayList.get(nextFace).normalNumberList.get(0)).y;
                    normalList[currentVertex + 2] = normalArrayList.get(faceArrayList.get(nextFace).normalNumberList.get(0)).z;

                    normalList[currentVertex + 3] = normalArrayList.get(faceArrayList.get(nextFace).normalNumberList.get(1)).x;
                    normalList[currentVertex + 4] = normalArrayList.get(faceArrayList.get(nextFace).normalNumberList.get(1)).y;
                    normalList[currentVertex + 5] = normalArrayList.get(faceArrayList.get(nextFace).normalNumberList.get(1)).z;

                    normalList[currentVertex + 6] = normalArrayList.get(faceArrayList.get(nextFace).normalNumberList.get(2)).x;
                    normalList[currentVertex + 7] = normalArrayList.get(faceArrayList.get(nextFace).normalNumberList.get(2)).y;
                    normalList[currentVertex + 8] = normalArrayList.get(faceArrayList.get(nextFace).normalNumberList.get(2)).z;

                    nextFace++;
                }

                vertexBuffer = ByteBuffer.allocateDirect(vertexList.length * BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
                indexBuffer = ByteBuffer.allocateDirect(indexList.length * BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asShortBuffer();
                colorBuffer = ByteBuffer.allocateDirect(colorList.length * BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
                textureCoordBuffer = ByteBuffer.allocateDirect(textureCoordList.length * BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
                normalBuffer = ByteBuffer.allocateDirect(normalList.length * BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();

                vertexBuffer.put(vertexList).position(0);
                indexBuffer.put(indexList).position(0);
                colorBuffer.put(colorList).position(0);
                textureCoordBuffer.put(textureCoordList).position(0);
                normalBuffer.put(normalList).position(0);

                createVertexBuffer();

                uMVPMatrixHandle = glGetUniformLocation(program, U_MVPMATRIX);
                uMVMatrixHandle = glGetUniformLocation(program, U_MVMATRIX);
                uTextureUnitHandle = glGetUniformLocation(program, U_TEXTURE_UNIT);

                aPositionHandle = glGetAttribLocation(program, A_POSITION);
                aColorHandle = glGetAttribLocation(program, A_COLOR);
                aTextureCoordinateHandle = glGetAttribLocation(program, A_TEXTURE_COORDINATES);
                aNormalHandle = glGetAttribLocation(program, A_NORMAL);

                glEnableVertexAttribArray(aPositionHandle);
                glEnableVertexAttribArray(aColorHandle);
                glEnableVertexAttribArray(aTextureCoordinateHandle);
                glEnableVertexAttribArray(aNormalHandle);

                glActiveTexture(GL_TEXTURE0);
                glUniform1i(uTextureUnitHandle, 0);
            }
            catch(IOException e){

            }
        }
        catch (Resources.NotFoundException nfe){
            throw new RuntimeException("Resource not found: " + resourceID, nfe);
        }

        return 1;
    }

    public void draw(){
        glEnable(GL_DEPTH_TEST);
        bindData();
        glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject[0]);
        glDrawArrays(GL_TRIANGLES, 0, faceArrayList.size() * NUMBER_OF_SIDES_PER_FACE);
        glBindBuffer(GL_ARRAY_BUFFER, 0);
    }

    public void bindData(){
        int offset = 0;
        glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject[0]);
        glVertexAttribPointer(aPositionHandle,          POSITION_COMPONENT_COUNT_3D,         GL_FLOAT, false, POSITION_COMPONENT_STRIDE_3D,        offset);
        offset += POSITION_COMPONENT_COUNT_3D;
        glVertexAttribPointer(aColorHandle,             COLOR_COMPONENT_COUNT,               GL_FLOAT, false, COLOR_COMPONENT_STRIDE,              numberOfVertices * offset * BYTES_PER_FLOAT);
        offset += COLOR_COMPONENT_COUNT;
        glVertexAttribPointer(aTextureCoordinateHandle, TEXTURE_COORDINATES_COMPONENT_COUNT, GL_FLOAT, false, TEXTURE_COORDINATE_COMPONENT_STRIDE, numberOfVertices * offset * BYTES_PER_FLOAT);
        offset += TEXTURE_COORDINATES_COMPONENT_COUNT;
        glVertexAttribPointer(aNormalHandle,            NORMAL_COMPONENT_COUNT,              GL_FLOAT, false, NORMAL_COMPONENT_STRIDE,             numberOfVertices * offset * BYTES_PER_FLOAT);
        glBindBuffer(GL_ARRAY_BUFFER, 0);

        /////////////////////////////////////////////////////
/*
        vertexBuffer.position(0);
        glVertexAttribPointer(aPositionHandle, POSITION_COMPONENT_COUNT_3D, GL_FLOAT, false, POSITION_COMPONENT_STRIDE_3D, vertexBuffer);

        colorBuffer.position(0);
        glVertexAttribPointer(aColorHandle, COLOR_COMPONENT_COUNT, GL_FLOAT, false, COLOR_COMPONENT_STRIDE, colorBuffer);

        textureCoordBuffer.position(0);
        glVertexAttribPointer(aTextureCoordinateHandle, TEXTURE_COORDINATES_COMPONENT_COUNT, GL_FLOAT, false, TEXTURE_COORDINATE_COMPONENT_STRIDE, textureCoordBuffer);

        normalBuffer.position(0);
        glVertexAttribPointer(aNormalHandle, NORMAL_COMPONENT_COUNT, GL_FLOAT, false, NORMAL_COMPONENT_STRIDE, normalBuffer);
*/
    }

    public void createVertexBuffer(){

        glGenBuffers(1, vertexBufferObject, 0);
        glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject[0]);
        glBufferData(GL_ARRAY_BUFFER,numberOfVertices * (POSITION_COMPONENT_COUNT_3D + COLOR_COMPONENT_COUNT + TEXTURE_COORDINATES_COMPONENT_COUNT + NORMAL_COMPONENT_COUNT) * BYTES_PER_FLOAT, null, GL_STATIC_DRAW);
        int offset = 0;
        glBufferSubData(GL_ARRAY_BUFFER, offset,
                                         numberOfVertices * POSITION_COMPONENT_COUNT_3D * BYTES_PER_FLOAT, vertexBuffer);
        offset += POSITION_COMPONENT_COUNT_3D;
        glBufferSubData(GL_ARRAY_BUFFER, numberOfVertices * offset * BYTES_PER_FLOAT,
                                         numberOfVertices * COLOR_COMPONENT_COUNT * BYTES_PER_FLOAT, colorBuffer);

        offset += COLOR_COMPONENT_COUNT;
        glBufferSubData(GL_ARRAY_BUFFER, numberOfVertices * offset * BYTES_PER_FLOAT,
                                         numberOfVertices * TEXTURE_COORDINATES_COMPONENT_COUNT * BYTES_PER_FLOAT, textureCoordBuffer);

        offset += TEXTURE_COORDINATES_COMPONENT_COUNT;
        glBufferSubData(GL_ARRAY_BUFFER, numberOfVertices * offset * BYTES_PER_FLOAT,
                                         numberOfVertices * NORMAL_COMPONENT_COUNT * BYTES_PER_FLOAT, normalBuffer);
        glBindBuffer(GL_ARRAY_BUFFER, 0);
    }

 

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Posted (edited)

Another observation, if you comment out the Normal code (which was working btw), texturemapping works as intended too. Its only when I toss in normals, that texturemapping only uses one color. And the entire thing works when Vertex Buffers are removed. Weird. Not sure if this is just the emulator doing this, but I'm gonna test it on my real phone to see if it works.

    public void bindData(){
        int offset = 0;
        glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject[0]);
        glVertexAttribPointer(aPositionHandle,          POSITION_COMPONENT_COUNT_3D,         GL_FLOAT, false, POSITION_COMPONENT_STRIDE_3D,        offset);
        offset += POSITION_COMPONENT_COUNT_3D;
        glVertexAttribPointer(aColorHandle,             COLOR_COMPONENT_COUNT,               GL_FLOAT, false, COLOR_COMPONENT_STRIDE,              numberOfVertices * offset * BYTES_PER_FLOAT);
        offset += COLOR_COMPONENT_COUNT;
        glVertexAttribPointer(aTextureCoordinateHandle, TEXTURE_COORDINATES_COMPONENT_COUNT, GL_FLOAT, false, TEXTURE_COORDINATE_COMPONENT_STRIDE, numberOfVertices * offset * BYTES_PER_FLOAT);
        //offset += TEXTURE_COORDINATES_COMPONENT_COUNT;
        //glVertexAttribPointer(aNormalHandle,            NORMAL_COMPONENT_COUNT,              GL_FLOAT, false, NORMAL_COMPONENT_STRIDE,             numberOfVertices * offset * BYTES_PER_FLOAT);
        glBindBuffer(GL_ARRAY_BUFFER, 0);

        /////////////////////////////////////////////////////
/*
        vertexBuffer.position(0);
        glVertexAttribPointer(aPositionHandle, POSITION_COMPONENT_COUNT_3D, GL_FLOAT, false, POSITION_COMPONENT_STRIDE_3D, vertexBuffer);

        colorBuffer.position(0);
        glVertexAttribPointer(aColorHandle, COLOR_COMPONENT_COUNT, GL_FLOAT, false, COLOR_COMPONENT_STRIDE, colorBuffer);

        textureCoordBuffer.position(0);
        glVertexAttribPointer(aTextureCoordinateHandle, TEXTURE_COORDINATES_COMPONENT_COUNT, GL_FLOAT, false, TEXTURE_COORDINATE_COMPONENT_STRIDE, textureCoordBuffer);

        normalBuffer.position(0);
        glVertexAttribPointer(aNormalHandle, NORMAL_COMPONENT_COUNT, GL_FLOAT, false, NORMAL_COMPONENT_STRIDE, normalBuffer);
*/
    }

    public void createVertexBuffer(){
        glGenBuffers(1, vertexBufferObject, 0);
        int vertexLine = POSITION_COMPONENT_COUNT_3D + COLOR_COMPONENT_COUNT + TEXTURE_COORDINATES_COMPONENT_COUNT;
        glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject[0]);
        glBufferData(GL_ARRAY_BUFFER,numberOfVertices * vertexLine * BYTES_PER_FLOAT, null, GL_STATIC_DRAW);
        int offset = 0;
        glBufferSubData(GL_ARRAY_BUFFER, offset,
                                         numberOfVertices * POSITION_COMPONENT_COUNT_3D * BYTES_PER_FLOAT, vertexBuffer);
        offset += POSITION_COMPONENT_COUNT_3D;
        glBufferSubData(GL_ARRAY_BUFFER, numberOfVertices * offset * BYTES_PER_FLOAT,
                                         numberOfVertices * COLOR_COMPONENT_COUNT * BYTES_PER_FLOAT, colorBuffer);

        offset += COLOR_COMPONENT_COUNT;
        glBufferSubData(GL_ARRAY_BUFFER, numberOfVertices * offset * BYTES_PER_FLOAT,
                                         numberOfVertices * TEXTURE_COORDINATES_COMPONENT_COUNT * BYTES_PER_FLOAT, textureCoordBuffer);

        //offset += TEXTURE_COORDINATES_COMPONENT_COUNT;
        //glBufferSubData(GL_ARRAY_BUFFER, numberOfVertices * offset * BYTES_PER_FLOAT,
        //                                 numberOfVertices * NORMAL_COMPONENT_COUNT * BYTES_PER_FLOAT, normalBuffer);
        glBindBuffer(GL_ARRAY_BUFFER, 0);
}

 

[EDIT] OMG it was the emulator. But I don't understand why? Works great on the phone and tablet. I set the ram up pretty high, like 4 Gigs

Edited by Psychopathetica

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      GLuint Cluster::loadPngFromPath(const char *file_name, int *width, int *height) { png_byte header[8]; FILE *fp = fopen(file_name, "rb"); if (fp == 0) { return 0; } fread(header, 1, 8, fp); if (png_sig_cmp(header, 0, 8)) { fclose(fp); return 0; } png_structp png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL); if (!png_ptr) { fclose(fp); return 0; } png_infop info_ptr = png_create_info_struct(png_ptr); if (!info_ptr) { png_destroy_read_struct(&png_ptr, (png_infopp)NULL, (png_infopp)NULL); fclose(fp); return 0; } png_infop end_info = png_create_info_struct(png_ptr); if (!end_info) { png_destroy_read_struct(&png_ptr, &info_ptr, (png_infopp) NULL); fclose(fp); return 0; } if (setjmp(png_jmpbuf(png_ptr))) { png_destroy_read_struct(&png_ptr, &info_ptr, &end_info); fclose(fp); return 0; } png_init_io(png_ptr, fp); png_set_sig_bytes(png_ptr, 8); png_read_info(png_ptr, info_ptr); int bit_depth, color_type; png_uint_32 temp_width, temp_height; png_get_IHDR(png_ptr, info_ptr, &temp_width, &temp_height, &bit_depth, &color_type, NULL, NULL, NULL); if (width) { *width = temp_width; } if (height) { *height = temp_height; } png_read_update_info(png_ptr, info_ptr); int rowbytes = png_get_rowbytes(png_ptr, info_ptr); rowbytes += 3 - ((rowbytes-1) % 4); png_byte * image_data; image_data = (png_byte *) malloc(rowbytes * temp_height * sizeof(png_byte)+15); if (image_data == NULL) { png_destroy_read_struct(&png_ptr, &info_ptr, &end_info); fclose(fp); return 0; } png_bytep * row_pointers = (png_bytep *) malloc(temp_height * sizeof(png_bytep)); if (row_pointers == NULL) { png_destroy_read_struct(&png_ptr, &info_ptr, &end_info); free(image_data); fclose(fp); return 0; } int i; for (i = 0; i < temp_height; i++) { row_pointers[temp_height - 1 - i] = image_data + i * rowbytes; } png_read_image(png_ptr, row_pointers); GLuint texture; glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexImage2D(GL_TEXTURE_2D, GL_ZERO, GL_RGB, temp_width, temp_height, GL_ZERO, GL_RGB, GL_UNSIGNED_BYTE, image_data); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); png_destroy_read_struct(&png_ptr, &info_ptr, &end_info); free(image_data); free(row_pointers); fclose(fp); return texture; } This code just generates the texture and I store the id on memory
      And then I want to display my texture on any position (X, Y) of my screen so I did the following (That's works, at least the positioning).
      //MY TEXTURE IS 32x32 pixels ! void Cluster::printTexture(GLuint idTexture, GLfloat x, GLfloat y) { glActiveTexture(GL_TEXTURE0); glBindVertexArray(VAO); GLfloat vertices[6][4] = { { x, y + 32, 0.0, 0.0 }, { x, y, 0.0, 1.0 }, { x + 32, y, 1.0, 1.0 }, { x, y + 32, 0.0, 0.0 }, { x + 32, y, 1.0, 1.0 }, { x + 32, y + 32, 1.0, 0.0 } }; glBindTexture(GL_TEXTURE_2D, idTexture); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferSubData(GL_ARRAY_BUFFER, GL_ZERO, sizeof(vertices), vertices); glBindBuffer(GL_ARRAY_BUFFER, GL_ZERO); glUniform1i(this->mTextShaderHandle, GL_ZERO); glDrawArrays(GL_TRIANGLE_STRIP, GL_ZERO, 6); } My .png is a blue square.
      The result is that my texture is not loaded correctly. It is not complete and there are many small black spots. I don't know what's going on ? It could be the vertices or the load ? Or maybe I need to add something on the shader. I don't know, I really need help.
      Thanks !
    • By Coa
      Hello! I’m a programmer from Denmark currently putting together a team of amateurs to help develop my current project. It is a war simulation game, HOWEVER, it is not like anything else currently on the market. If you would like to hear more about my project, message me on discord, or if you would like to join,  do the same.
      You do not need to be a professional, as this is solely a learning experience for everyone involved.
      The positions I am seeking go as follows:
      - 3D Modeler
      - 2D Artist
      - Musical Composer
      - Game Designer
      - Level Designer
       
      Discord: Coa#0698
    • By DelicateTreeFrog
      I have a 9-slice shader working mostly nicely:

          
      Here, both the sprites are separate images, so the shader code works well:
      varying vec4 color; varying vec2 texCoord; uniform sampler2D tex; uniform vec2 u_dimensions; uniform vec2 u_border; float map(float value, float originalMin, float originalMax, float newMin, float newMax) { return (value - originalMin) / (originalMax - originalMin) * (newMax - newMin) + newMin; } // Helper function, because WET code is bad code // Takes in the coordinate on the current axis and the borders float processAxis(float coord, float textureBorder, float windowBorder) { if (coord < windowBorder) return map(coord, 0, windowBorder, 0, textureBorder) ; if (coord < 1 - windowBorder) return map(coord, windowBorder, 1 - windowBorder, textureBorder, 1 - textureBorder); return map(coord, 1 - windowBorder, 1, 1 - textureBorder, 1); } void main(void) { vec2 newUV = vec2( processAxis(texCoord.x, u_border.x, u_dimensions.x), processAxis(texCoord.y, u_border.y, u_dimensions.y) ); // Output the color gl_FragColor = texture2D(tex, newUV); } External from the shader, I upload vec2(slice/box.w, slice/box.h) into the u_dimensions variable, and vec2(slice/clip.w, slice/clip.h) into u_border. In this scenario, box represents the box dimensions, and clip represents dimensions of the 24x24 image to be 9-sliced, and slice is 8 (the size of each slice in pixels).
      This is great and all, but it's very disagreeable if I decide I'm going to organize the various 9-slice images into a single image sprite sheet.

      Because OpenGL works between 0.0 and 1.0 instead of true pixel coordinates, and processes the full images rather than just the contents of the clipping rectangles, I'm kind of stumped about how to tell the shader to do what I need it to do. Anyone have pro advice on how to get it to be more sprite-sheet-friendly? Thank you!
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