I'm in the process of porting some drawing code from OpenGLES 2.0 to OpenGL 4.0, and I'm running issues getting my vertex array object to bind. When I run glValidateProgram I get this error: Validation Failed: No vertex array object bound
Here's the code I'm using for drawing:
void RendererRender(RendererRef* renderer) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glUseProgram(program);
glViewport(0, 0, renderer->viewportWidth, renderer->viewportHeight);
glClearColor(0.2, 0.3, 0.4, 0);
glClear(GL_COLOR_BUFFER_BIT);
GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(M_PI/4.0, 1.0f, 0.1f, 10000.0f);
GLKMatrix4 modelViewMatrix = GLKMatrix4MakeLookAt(0,0,-10,
0,0,0,
0,1,0);
glUniformMatrix4fv(modelViewMatrixUniformLocation, 1, GL_FALSE, modelViewMatrix.m);
glUniformMatrix4fv(projectionMatrixUniformLocation, 1, GL_FALSE, projectionMatrix.m);
glGetError();
glBindVertexArray(triangleVAOId);
if(!validateProgram(program)){
NSLog(@"Error validating program");
glGetError();
}
glPointSize(10.0f);
glDrawElements(GL_POINTS, 3, GL_UNSIGNED_SHORT, NULL);
}
So it seems as if the VAO should definitely be bound at this point. The VAO is generated using the following code:
typedef struct {
GLfloat position[3];
} Vertex;
GLuint buildVAO(int vertexCount, Vertex* vertexData, GLushort* indexData, BOOL hasTexture)
{
GLuint vaoId;
GLuint indexId;
//generate the VAO & bind
glGenVertexArrays(1, &vaoId);
glBindVertexArray(vaoId);
GLuint positionBufferId;
//generate the VBO & bind
glGenBuffers(1, &positionBufferId);
glBindBuffer(GL_ARRAY_BUFFER, positionBufferId);
//populate the buffer data
glBufferData(GL_ARRAY_BUFFER,
vertexCount*sizeof(Vertex),
vertexData,
GL_DYNAMIC_DRAW);
//setup the attribute pointer to reference the vertex position attribute
glEnableVertexAttribArray(kVertexPositionAttributeLocation);
glVertexAttribPointer(kVertexPositionAttributeLocation,
kVertexSize,
kPositionVertexTypeEnum,
GL_FALSE,
sizeof(Vertex),
(void*)offsetof(Vertex, position));
}
//create & bind index information
glGenBuffers(1, &indexId);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexId);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, vertexCount*sizeof(GLushort), indexData, GL_DYNAMIC_DRAW);
//restore default state
glBindVertexArray(0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
return vaoId;
}
The other thing that I'm noticing is that the VAO id I get back from glGenVertexArrays
is a large value, like 1606408096, where in the example I have working it's always something like 1 or 2.
This is all happening on the main thread.
Any idea what could be going wrong?
Figured it out - it turns out it was because I was using the wrong version of glGenVertexArray
.
I had this declaration earlier:
#define glGenVertexArrays glGenVertexArraysAPPLE
It turns out this is only necessary on OpenGL versions before 3.0.