Assist me to understand OpenGL glGenBuffers()

xBACP picture xBACP · Aug 24, 2012 · Viewed 16.6k times · Source

Here is the deal: If I leave the code with glGenBuffers(1, vertexBuffers), the code compiles and works. But, I thought that it should be 2 since vertexBuffers is of size two.

Am I missing something?

Code below:

-(void)drawRect:(NSRect)dirtyRect
{    
    // get program ID for shader program
    GLuint programID = [self loadShaders];

    // get new dimensions
    NSSize dim = [self frame].size;

    // clear the background with color
    glClearColor(0.0, 0.0, 0.0, 0.4);
    glDepthRange(0.1, 100.0);
    glViewport(0, 0, dim.width, dim.height);
    glClear(GL_COLOR_BUFFER_BIT);

    // vertex data
    GLfloat vertexPositionData[] = {-dim.width/2, -dim.height/2, 0.0, 5.0,
        dim.width/2, -dim.height/2, 0.0, 5.0,
        0.0, dim.height/2, 0.0, 5.0};

    GLfloat vertexColorData[] = {1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.5, 0.0, 0.0, 1.0, 0.5};

    GLfloat scaleMatrixData[] = {1/(dim.width/2), 0.0, 0.0, 0.0,
        0.0, 1/(dim.height/2), 0.0, 0.0,
        0.0, 0.0, 1.0, 0.0,
        0.0, 0.0, 0.0, 1.0};

    GLint scaleMatrixUniform = glGetUniformLocation(programID, "scaleMatrix");

    // generate a buffer for our triangle
    glGenBuffers(1, vertexBuffers);

    glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[0]);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertexPositionData), vertexPositionData, GL_STATIC_DRAW);
    glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[1]);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertexColorData), vertexColorData, GL_STATIC_DRAW);
    //glBindBuffer(GL_ARRAY_BUFFER, 0);

    glUseProgram(programID);

    glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[0]);
    glEnableVertexAttribArray(VERTEX_POS_INDEX);
    glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[1]);
    glEnableVertexAttribArray(VERTEX_COLOR_INDEX);
    glVertexAttribPointer(VERTEX_POS_INDEX, VERTEX_POS_SIZE, GL_FLOAT, GL_FALSE, 0, vertexPositionData);
    glVertexAttribPointer(VERTEX_COLOR_INDEX, VERTEX_COLOR_SIZE, GL_FLOAT, GL_FALSE, 0, vertexColorData);

    glUniformMatrix4fv(scaleMatrixUniform, 1, GL_FALSE, scaleMatrixData);

    glDrawArrays(GL_TRIANGLES, 0, 3);

    glDisableVertexAttribArray(0);
    glDisableVertexAttribArray(1);
    glUseProgram(0);

    // flush buffer
    glFlush();
    [[self openGLContext] flushBuffer];
}

Answer

Tim picture Tim · Aug 24, 2012

glGenBuffers doesn't work quite like what you expect. When you call glGenBuffers, it doesn't actually create anything. It just returns a list of integers that are not currently used as buffer names.

The actual 'object' is not created until you call glBindBuffer. So you can just make up any integer you like and pass it to glBindBuffer and a valid buffer will be created at that index. glGenBuffers is actually not required at all, it's just there as a convenience function to give you an unused integer.

So if you just create an array of random integers, as long as none of them overlap, you can use that as your list of buffers without calling glGenBuffers. That's why your code works whether you tell glGenBuffers to create 1 or 2 buffers. As long as you have two buffers with two different names, it doesn't matter where the integer came from.

A little demonstration:

int buf;
glGenBuffers(1, &buf);
glIsBuffer(buf); //FALSE - buffer has not been created yet
glBindBuffer(GL_ARRAY_BUFFER, buf);
glIsBuffer(buf); //TRUE - buffer created on bind