c++openglgl-triangle-strip

Issues with making an OpenGL plane out of triangles


I am trying to make a plane using OpenGL, to some extent the code works but I get weird results on some indices. I will try to explain my code the best I can, it's a mixture of my code and what I have found online.

The MAIN:

All the set-up happens in the main so the function would know all the values needed

float zoom = 6.0f;
float vertical = 1.2f;
float horizontal = 1.2f;

const int planeWidth = 4;  //columns
const int planeHeight = 2; //rows

const int totalVertices = (planeWidth + 1) * (planeHeight + 1);

//GLfloat* vertices = new GLfloat[totalVertices];
GLfloat vertices[totalVertices] = { 0.0 };

const int indPerRow = planeWidth * 2 + 2;
const int indDegenReq = (planeHeight - 1) * 2;
const int totalIndices = indPerRow * planeWidth + indDegenReq;

//GLuint* indices = new GLuint[totalIndices];
GLuint indices[totalIndices] = { 0 };

GLfloat texCoords[totalVertices] = { 0 };

makePlane(planeWidth, planeHeight, vertices, indices, texCoords);

The FUNCTION:

First for loop creates vertices and the second does the indices

void makePlane(int width, int height, GLfloat *vertices, GLuint *indices)
{
width++;  //columns
height++; //rows

int size = sizeof(GLfloat);
for (int y = 0; y < height; y++)
{
    int base = y * width;
    for (int x = 0; x < width; x++)
    {
        int index = (base + x) * 2;
        vertices[index]    = (float)x;
        vertices[index +1] = (float)y;
    }
}

int i = 0;
height--;

for (int y = 0; y < height; y++)
{
    int base = y * width;

    for (int x = 0; x < width; x++)
    {
        indices[i++] = base + x;
        indices[i++] = base + width + x; 
    }
    if (y < height - 1)
    {
        indices[i++] = ((y + 1) * width + (width - 1));
        indices[i++] = ((y + 1) * width);
    }   
}
}

The RESULT:

4 x 2

Indices 0, 5, 1, 6, 2, 7, 3, 8, 4, 9, 9, 5, 5, 10, 6, 11, 7, 12, 8, 13, 9, 14, 0, 0, 0, 0, 0, 0, ...} unsigned int[42]

It does 22 values right and then the rest are zeros.

Any Idea why?


Solution

  • I realised that vertices were being created from bottom to top and indices were ordered to create triangles from top to bottom. So I changed the vertex creation for loop.

    int index = 0;
    for (int y = height; y >= 0; y--)
    {
    
        for (int x = 0; x <= width; x++)
        {
            vertices[index] = ((float)x/4)-0.5;
            vertices[index +1] = ((float)y/4)-0.5;
            vertices[index + 2] = 0.0f;
            index += 3;
        }
    }
    

    It creates the vertices from top left to right bottom. Loop for the indices stayed the same:

    int i = 0;
    ++width;
    GLuint indices2[170] = { 0 };
    
    for (int y = 0; y < height; y++)
    {
        int base = y * width;
    
        for (int x = 0; x < width; x++)
        {
            indices[i++] = base + x;
            indices[i++] = base + width + x;
        }
        if (y < height - 1)
        {
            indices[i++] = ((y + 1) * width + (width - 1));
            indices[i++] = ((y + 1) * width);
        }
    }