OpenGL Vertex Buffer Object code giving bad output.

Posted by Matthew Mitchell on Stack Overflow See other posts from Stack Overflow or by Matthew Mitchell
Published on 2010-06-01T19:34:20Z Indexed on 2010/06/02 9:23 UTC
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Hello. My Vertex Buffer Object code is supposed to render textures nicely but instead the textures are being rendered oddly with some triangle shapes.

What happens - http://godofgod.co.uk/my_files/wrong.png

What is supposed to happen - http://godofgod.co.uk/my_files/right.png

This function creates the VBO and sets the vertex and texture coordinate data:

extern "C" GLuint create_box_vbo(GLdouble size[2]){
    GLuint vbo;
    glGenBuffers(1,&vbo);
    glBindBuffer(GL_ARRAY_BUFFER, vbo);
    GLsizeiptr data_size = 8*sizeof(GLdouble);
    GLdouble vertices[] = {0,0,  0,size[1],  size[0],0,  size[0],size[1]};
    glBufferData(GL_ARRAY_BUFFER, data_size, vertices, GL_STATIC_DRAW);
    data_size = 8*sizeof(GLint);
    GLint textcoords[] = {0,0,  0,1,  1,0, 1,1};
    glBufferData(GL_ARRAY_BUFFER, data_size, textcoords, GL_STATIC_DRAW);
    return vbo;
}

Here is some relavant code from another function which is supposed to draw the textures with the VBO.

glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glColor4d(1,1,1,a/255);
glBindTexture(GL_TEXTURE_2D, texture);
glTranslated(offset[0],offset[1],0);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexPointer(2, GL_DOUBLE, 0, 0);
glEnableClientState(GL_VERTEX_ARRAY);
glTexCoordPointer (2, GL_INT, 0, 0);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDrawArrays(GL_TRIANGLES, 1, 3);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);

I would have hoped for the code to use the first three coordinates (top-left,bottom-left,top-right) and the last three (bottom-left,top-right,bottom-right) to draw the triangles with the texture data correctly in the most efficient way. I don't see why triangles should make it more efficient but apparently that's the way to go. It, of-course, fails for some reason.

I am asking what is broken but also am I going about it in the right way generally?

Thank you.

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