Drawing multiple objects from one Vertex Buffer Object in OpenGL/OpenTK

Posted by stoney78us on Game Development See other posts from Game Development or by stoney78us
Published on 2013-10-21T21:05:11Z Indexed on 2013/10/21 22:05 UTC
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I am trying to experimenting drawing method using VBO in OpenGL. Many people normally use 1 vbo to store one object data array. I was trying to do something quite opposite which is storing multiple object data into 1 vbo then drawing it. There is story behind why i want to do this. I want to group many of objects as a single object sometime. However my code doesn't do the justice. Following is my pseudo code:

//Data
double[] vertices = {line strip 1, line strip 2, line strip 3};  //series of vertices   
int linestrip1offset = index of the first vertex in line strip 1;
int linestrip2offset = index of the first vertex in line strip 2;
int linestrip3offset = index of the first vertex in line strip 3;

int linestrip1VertexNum = number of vertices in linestrip 1;
int linestrip2VertexNum = number of vertices in linestrip 2;
int linestrip3VertexNum = number of vertices in linestrip 3;

//Setting Up
void init()
{
   int[] vBO = new int[1];
   GL.GenBuffer(1, vBO);
   GL.BindBuffer(BufferTarget.ArrayBuffer, vBO[0]);
   GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(_vertices.Length * sizeof(double)), _vertices, BufferUsageHint.StaticDraw);
   GL.EnableClientState(Array.VertexArray);
}

//Drawing
void draw()
{

   GL.BindBuffer(BufferTarget.ArrayBuffer, vBO[0]);
   GL.EnableClientState(ArrayCap.VertexArray);

   GL.VertexPointer(3, VertexPointerType.Double, 0, linestrip1offset); //drawing first linestrip
   GL.DrawArrays(drawMode, linestrip1offset , linestrip1VertexNum  );

   GL.VertexPointer(3, VertexPointerType.Double, 0, linestrip2offset); //drawing second linestrip
   GL.DrawArrays(drawMode, linestrip2offset , linestrip2VertexNum );

   GL.VertexPointer(3, VertexPointerType.Double, 0, linestrip3offset); //drawing third linestrip
   GL.DrawArrays(drawMode, linestrip3offset , linestrip3VertexNum );


   GL.DisableClientState(ArrayCap.VertexArray);
   GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
}    

I don't know what i did wrong but i think technically it should work where we can tell OpenGL which part of the data in the vBO to be drawn.

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