I'm trying to make a hexagon in OpenGL ES 2.0, but my program will only view the bottom right half of it. I can't find the mistake in my code. Can anyone see what's wrong?
My vertices and indices:
private float vertices[] = {
0.0f, 0.0f, 0.0f, // center
0.5f, 0.0f, 0.0f, // right
0.25f, 0.433f, 0.0f, // top right
-0.25f, 0.433f, 0.0f, // top left
-0.5f, 0.0f, 0.0f, // left
-0.25f, -0.433f, 0.0f, // bottom left
0.25f, -0.433f, 0.0f // bottom right
};
private final short drawOrder[] = {0,1,2,2,3,0,0,3,4,4,5,0,0,5,6,6,1,0};
My buffers:
ByteBuffer bb = ByteBuffer.allocateDirect(vertices.length * 4);
bb.order(ByteOrder.nativeOrder());
vertexBuffer = bb.asFloatBuffer();
vertexBuffer.put(vertices);
vertexBuffer.position(0);
ByteBuffer dlb = ByteBuffer.allocateDirect(drawOrder.length*2);
dlb.order(ByteOrder.nativeOrder());
drawListBuffer = bb.asShortBuffer();
drawListBuffer.put(drawOrder);
drawListBuffer.position(0);
My draw method:
public void draw(float[] mvpMatrix){
GLES20.glUseProgram(shaderProgram);
positionHandle = GLES20.glGetAttribLocation(shaderProgram,"vPosition");
GLES20.glEnableVertexAttribArray(positionHandle);
GLES20.glVertexAttribPointer(positionHandle,3,GLES20.GL_FLOAT,false,12,vertexBuffer);
colorHandle = GLES20.glGetUniformLocation(shaderProgram,"vColor");
mMVPMatrixHandle = GLES20.glGetUniformLocation(shaderProgram,"uMVPMatrix");
GLES20.glUniformMatrix4fv(mMVPMatrixHandle,1,false,mvpMatrix,0);
GLES20.glUniform4fv(colorHandle,1,color,0);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length, GLES20.GL_UNSIGNED_SHORT, drawListBuffer);
GLES20.glDisableVertexAttribArray(positionHandle);
}
It's a simple typo:
drawListBuffer = bb.asShortBuffer();
should be:
drawListBuffer = dlb.asShortBuffer();
You are over-writing the first half of your vertex array with your indices.
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