Notice how my program draws a single triangle, but instead what I am trying to express in code is to draw a square. My tri_indicies
index buffer object I believe correctly orders these elements such that a square should be drawn, but when executing the program the draw order I have defined in the tri_indicies
is not reflected in the window. Not sure if the error is rooted in tri_indicies
, despite my changes to the element order not effecting my rendered output I want to believe it is here, but is it most likely somewhere else.
My program uses abstractions to notably the VertexBuffer, VertexArray, and IndexBuffer all detailed below.
const int buffer_object_size = 8;
const int index_buffer_object_size = 6;
float tri_verticies[buffer_object_size] = {
-0.7f, -0.7f, // 0
0.7f, -0.7f, // 1
0.7f, 0.7f, // 2
-0.7f, 0.7f // 3
};
unsigned int tri_indicies[index_buffer_object_size] = {
0, 1, 2,
2, 3, 0
};
VertexArray vertexArray;
VertexBuffer vertexBuffer(tri_verticies, buffer_object_size * sizeof(float)); // no call vertexBuffer.bind() constructor does it
VertexBufferLayout vertexBufferLayout;
vertexBufferLayout.push<float>(3);
vertexArray.add_buffer(vertexBuffer, vertexBufferLayout);
IndexBuffer indexBuffer(tri_indicies, index_buffer_object_size);
ShaderManager shaderManager;
ShaderSource shaderSource = shaderManager.parse_shader("BasicUniform.shader"); // ensure debug working dir is relative to $(ProjectDir)
unsigned int shader = shaderManager.create_shader(shaderSource.vertex_source, shaderSource.fragment_source);
MyGLCall(glUseProgram(shader));
Later in main I have a loop that is supposed to draw my square to the screen and fade the blue color value between 1.0f
and 0.0f
.
while (!glfwWindowShouldClose(window))
{
MyGLCall(glClear(GL_COLOR_BUFFER_BIT));
vertexArray.bind();
indexBuffer.bind();
MyGLCall(glDrawElements(GL_TRIANGLES, index_buffer_object_size, GL_UNSIGNED_INT, nullptr)); // nullptr since we bind buffers using glGenBuffers
if (blue > 1.0f) {
increment_color = -0.05f;
}
else if (blue < 0.0f) {
increment_color = 0.05f;
}
blue += increment_color;
glfwSwapBuffers(window);
glfwPollEvents();
}
The array tri_verticies
consists of vertex coordinates with 2 components (x, y)
. So the tuple size for the specification of the array of generic vertex attribute data has to be 2 rather than 3:
vertexBufferLayout.push<float>(3);
vertexBufferLayout.push<float>(2);
What you actually do, is to specify an array with the following coordinates:
-0.7, -0.7, 0.7 // 0
-0.7, 0.7, 0.7 // 1
???, ???, ??? // 2
???, ???, ??? // 3
In general out-of-bound access to buffer objects has undefined results.
See OpenGL 4.6 API Core Profile Specification - 6.4 Effects of Accessing Outside Buffer Bounds, page 79