I am having a problem getting my vertex array pointed to properly:
const float vertices[] = { /* position */ 0.75f, 0.75f, 0.0f, 1.0f, /* color */ 1.0f, 0.0f, 0.0f, 1.0f, /* position */ 0.75f, -0.75f, 0.0f, 1.0f, /* color */ 0.0f, 1.0f, 0.0f, 1.0f, /* position */ -0.75f, -0.75f, 0.0f, 1.0f, /* color */ 0.0f, 0.0f, 1.0f, 1.0f, }; ... glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0); glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, (void*)16); glDrawArrays(GL_TRIANGLES, 0, 3); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1);
I do not understand how stride and offset work.
What is the correct way of going about using glVertexAttribPointer()
in my situation?
Since glVertexAttribPointer often make troubles, I try to further explain it here.
The formula to calculate the start pos of the i-th attribute in attributes array is :
startPos(i) = offset + i * stride
(From derhass' another answer)
And explained in the graph below :
If you need code example, continue reading.
From Formatting VBO Data, we know we can manage our vertex data in three format. Make a example of drawing a triangle , with vert color and texture color mixed, here is the way to prepare vert attribute data:
#way1 Each attribute a VBO.
this format like : (xyzxyz...)(rgbrgb...)(stst....), and we can let both sride = 0 and offset = 0.
void prepareVertData_moreVBO(GLuint& VAOId, std::vector<GLuint>& VBOIdVec)
{
GLfloat vertPos[] = {
-0.5f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, // positon
};
GLfloat vertColor[] = {
1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // color
};
GLfloat vertTextCoord[] = {
0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f // texture coordinate
};
GLuint VBOId[3];
glGenVertexArrays(1, &VAOId);
glBindVertexArray(VAOId);
glGenBuffers(3, VBOId);
// specify position attribute
glBindBuffer(GL_ARRAY_BUFFER, VBOId[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertPos), vertPos, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(0);
// specify color attribute
glBindBuffer(GL_ARRAY_BUFFER, VBOId[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertColor), vertColor, GL_STATIC_DRAW);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(1);
// specify texture coordinate attribute
glBindBuffer(GL_ARRAY_BUFFER, VBOId[2]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertTextCoord), vertTextCoord, GL_STATIC_DRAW);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
VBOIdVec.push_back(VBOId[0]);
VBOIdVec.push_back(VBOId[1]);
VBOIdVec.push_back(VBOId[2]);
}
#way2: Each attribute is sequential, batched in a single VBO.
this format is like: (xyzxyzxyz... rgbrgb... ststst...), we can let stride=0 but offset should be specified.
void prepareVertData_seqBatchVBO(GLuint& VAOId, std::vector<GLuint>& VBOIdVec)
{
GLfloat vertices[] = {
-0.5f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, // position
1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // color
0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f // texture coordinate
};
GLuint VBOId;
glGenVertexArrays(1, &VAOId);
glBindVertexArray(VAOId);
glGenBuffers(1, &VBOId);
glBindBuffer(GL_ARRAY_BUFFER, VBOId);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// specifiy position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (GLvoid*)0); // stride can aslo be 3 * sizeof(GL_FLOAT)
glEnableVertexAttribArray(0);
// specify color attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (GLvoid*)(9 * sizeof(GL_FLOAT)));
glEnableVertexAttribArray(1);
// specify texture coordinate
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, (GLvoid*)(18 * sizeof(GL_FLOAT)));
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
VBOIdVec.push_back(VBOId);
}
#way3: Interleaved attribute in a single VBO
this format is like: (xyzrgbstxyzrgbst...),we have to manually specify the offset and stride .
void prepareVertData_interleavedBatchVBO(GLuint& VAOId, std::vector<GLuint>& VBOIdVec)
{
// interleaved data
GLfloat vertices[] = {
-0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // 0
0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // 1
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // 2
};
GLuint VBOId;
glGenVertexArrays(1, &VAOId);
glBindVertexArray(VAOId);
glGenBuffers(1, &VBOId);
glBindBuffer(GL_ARRAY_BUFFER, VBOId);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// specify position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,8 * sizeof(GL_FLOAT), (GLvoid*)0);
glEnableVertexAttribArray(0);
// specify color attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE,
8 * sizeof(GL_FLOAT),(GLvoid*)(3 * sizeof(GL_FLOAT)));
glEnableVertexAttribArray(1);
// specify texture coordinate
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE,
8 * sizeof(GL_FLOAT), (GLvoid*)(6 * sizeof(GL_FLOAT)));
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
VBOIdVec.push_back(VBOId);
}
And thanks for derhass's answer.