I've got a problem with Vertex Buffer Object, it seems it doesn't work properly. It doesn't show anything on screen.
Here is my Code:
void gl::glRecti(int x,int y,int w,int h,glColor *color)
{
GLuint vbo = 0;
GLfloat verts[] =
{
x,y,
x,y + h,
x + w,y + h,
x + w,y,
};
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glEnableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER,vbo);
glVertexPointer( 4 , GL_FLOAT , sizeof(float) * 8, NULL );
glDrawArrays(GL_QUADS,0,4);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDisableClientState(GL_VERTEX_ARRAY);
}
PS: I'm very new in OpenGL programming. Any help would be appreciated.
Your vertex pointer does not make sense:
glVertexPointer( 4 , GL_FLOAT , sizeof(float) * 8, NULL );
You are telling the GL that each vertex position is specified as a 4-dimensional vector, and that the offset between two consecutive vertices is 8 floats.
What you supply is a tighlty packed array of 2-dimensional positions, so you should use 2 as the size parameter, and 2*sizeof(float)
for the stride (or 0, which is a shortcut for thigly packed arrays).
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