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jsmtux

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Everything posted by jsmtux

  1. Hi, I've been having a weird problem for a long time and I hope you can help me.   I'm trying to use VAOs in my engine, I load them and I get no errors, but when I call glBindVertexArray I get error 1282. The weird thing is that in the first iteration of the game loop I don't get that error. So there must be some operation that invalidates the VAO.   The only way I can show things in screen is by calling glEnableVertexAttribArray, glVertexAttribIPointer, glEnableVertexAttribArray, glVertexAttribPointer for every bufferbefore painting as if I hadn't set up the VAO.   Do you have any idea of what is wrong? Thanks
  2. Hi all, thanks for your time. The code I use to initialize the vaos is: glGenVertexArrays(1, &iVAO); glBindVertexArray(iVAO); glGenBuffers(5, m_Buffers); //here I load the buffers' information and the images glBindBuffer(GL_ARRAY_BUFFER, m_Buffers[POS_VB]); glBufferData(GL_ARRAY_BUFFER, sizeof(Positions[0]) * Positions.size(), &Positions[0], GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ARRAY_BUFFER, m_Buffers[TEXCOORD_VB]); glBufferData(GL_ARRAY_BUFFER, sizeof(TexCoords[0]) * TexCoords.size(), &TexCoords[0], GL_STATIC_DRAW); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ARRAY_BUFFER, m_Buffers[NORMAL_VB]); glBufferData(GL_ARRAY_BUFFER, sizeof(Normals[0]) * Normals.size(), &Normals[0], GL_STATIC_DRAW); glEnableVertexAttribArray(2); glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ARRAY_BUFFER, m_Buffers[BONE_VB]); glBufferData(GL_ARRAY_BUFFER, sizeof(Bones[0]) * Bones.size(), &Bones[0], GL_STATIC_DRAW); glEnableVertexAttribArray(BONE_ID_LOCATION); glVertexAttribIPointer(BONE_ID_LOCATION, 4, GL_INT, sizeof(VertexBoneData), (const GLvoid*)0); glEnableVertexAttribArray(BONE_WEIGHT_LOCATION); glVertexAttribPointer(BONE_WEIGHT_LOCATION, 4, GL_FLOAT, GL_FALSE, sizeof(VertexBoneData), (const GLvoid*)16); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_Buffers[INDEX_BUFFER]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(Indices[0]) * Indices.size()*3, &Indices[0], GL_STATIC_DRAW); glBindVertexArray(0); And the code to draw them is: glBindVertexArray(iVAO); glBindBuffer(GL_ARRAY_BUFFER, m_Buffers[POS_VB]); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ARRAY_BUFFER, m_Buffers[TEXCOORD_VB]); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ARRAY_BUFFER, m_Buffers[NORMAL_VB]); glEnableVertexAttribArray(2); glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ARRAY_BUFFER, m_Buffers[BONE_VB]); glEnableVertexAttribArray(BONE_ID_LOCATION); glVertexAttribIPointer(BONE_ID_LOCATION, 4, GL_INT, sizeof(VertexBoneData), (const GLvoid*)0); glEnableVertexAttribArray(BONE_WEIGHT_LOCATION); glVertexAttribPointer(BONE_WEIGHT_LOCATION, 4, GL_FLOAT, GL_FALSE, sizeof(VertexBoneData), (const GLvoid*)16); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_Buffers[INDEX_BUFFER]); for (unsigned int i = 0 ; i < meshes.size() ; i++) { const unsigned int MaterialIndex = meshes[i].MaterialIndex; if (MaterialIndex < maps.size() && maps[MaterialIndex]) { dynamic_cast<Image*>(maps[MaterialIndex])->Bind(); } glDrawElementsBaseVertex(GL_TRIANGLES, meshes[i].NumIndices, GL_UNSIGNED_INT, (void*)(sizeof(unsigned int) * meshes[i].BaseIndex), meshes[i].BaseVertex); } // Make sure the VAO is not changed from the outside glBindVertexArray(0); And this way it works, but if the VAO weren't invalid It should work like this glBindVertexArray(iVAO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_Buffers[INDEX_BUFFER]); for (unsigned int i = 0 ; i < meshes.size() ; i++) { const unsigned int MaterialIndex = meshes[i].MaterialIndex; if (MaterialIndex < maps.size() && maps[MaterialIndex]) { dynamic_cast<Image*>(maps[MaterialIndex])->Bind(); } glDrawElementsBaseVertex(GL_TRIANGLES, meshes[i].NumIndices, GL_UNSIGNED_INT, (void*)(sizeof(unsigned int) * meshes[i].BaseIndex), meshes[i].BaseVertex); } // Make sure the VAO is not changed from the outside glBindVertexArray(0);
  3. Thank you very much for your answer. I found out that the vertex array gets invalidated when I call the SFML display function. But I still have no clue about how to fix it or what kind of calls could lead to this behaviour
  4. Hi all, I've been trying to integrate lua into my game but I've been having some difficulties, I hope you can help me because I'm stuck. In my code I create metatables in Lua and store them in c with lua_getglobal(L,newTable); lua_call(L,0,1);//lua creates a new metatable and returns it int luaRef = luaL_ref(L,LUA_REGISTRYINDEX); newTable is a function that creates a new metatable and returns it, then I call it and get the reference from the stack and store it in luaRef Once I have this reference, if I need to call a function  of this metatable from c I do: lua_getglobal(L,name.c_str());//Get the table name lua_getfield(L,-1,"function");//set the function from the table lua_rawgeti(L, LUA_REGISTRYINDEX, luaRef);//set the table object lua_call(L,1,0);//call the function And it works. My problem is that when I try to push this reference back to lua so that I can call these functions I get a My code is int Scripted::LgetObject(lua_State *L){     lua_getglobal(L,name.c_str());     lua_rawgeti(L, LUA_REGISTRYINDEX, tmp.luaRef);     return 1; } and from Lua: object=getObject() object:function() As I understand, the avobe C code pushes de table into the stack, but all lua receibes is a nil value. I've been trying to solve this for days and I don't know what to do next, please point me in the right direction Thanks
  5. Going on with the problem, if I change my function to this: lua_rawgeti(L, LUA_REGISTRYINDEX, tmp.luaRef); luaL_checktype(L, -1, LUA_TTABLE); return 1; Checktype says that a lua table is on top of the stack, but if I print this return value from lua it says it is a nil value
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