I trying to implement some relatively simple 2D sprite batching in OpenGL ES 2.0 using vertex buffer objects. However, my geometry is not drawing correctly and some error I can't seem to locate is causing the GL ES analyzer in Instruments to report:
Draw Call Exceeded Array Buffer Bounds
A draw call accessed a vertex outside the range of an array buffer in use. This is a serious error, and may result in a crash.
I've tested my drawing with the same vertex layout by drawing single quads at a time instead of batching and it draws as expected.
// This technique doesn't necessarily result in correct layering,
// but for this game it is unlikely that the same texture will
// need to be drawn both in front of and behind other images.
while (!renderQueue.empty())
{
vector<GLfloat> batchVertices;
GLuint texture = renderQueue.front()->textureName;
// find all the draw descriptors with the same texture as the first
// item in the vector and batch them together, back to front
for (int i = 0; i < renderQueue.size(); i++)
{
if (renderQueue[i]->textureName == texture)
{
for (int vertIndex = 0; vertIndex < 24; vertIndex++)
{
batchVertices.push_back(renderQueue[i]->vertexData[vertIndex]);
}
// Remove the item as it has been added to the batch to be drawn
renderQueue.erase(renderQueue.begin() + i);
i--;
}
}
int elements = batchVertices.size();
GLfloat *batchVertArray = new GLfloat[elements];
memcpy(batchVertArray, &batchVertices[0], elements * sizeof(GLfloat));
// Draw the batch
bindTexture(texture);
glBufferData(GL_ARRAY_BUFFER, elements, batchVertArray, GL_STREAM_DRAW);
prepareToDraw();
glDrawArrays(GL_TRIANGLES, 0, elements / BufferStride);
delete [] batchVertArray;
}
Other info of plausible relevance: renderQueue is a vector of DrawDescriptors. BufferStride is 4, as my vertex buffer format is interleaved position2, texcoord2: X,Y,U,V...
Thank you.
glBufferData
expects its second argument to be the size of the data in bytes. The correct way to copy your vertex data to the GPU would therefore be:
glBufferData(GL_ARRAY_BUFFER, elements * sizeof(GLfloat), batchVertArray, GL_STREAM_DRAW);
Also make sure that the correct vertex buffer is bound when calling glBufferData
.
On a performance note, allocating a temporary array is absolutely unnecessary here. Just use the vector directly:
glBufferData(GL_ARRAY_BUFFER, batchVertices.size() * sizeof(GLfloat), &batchVertices[0], GL_STREAM_DRAW);