I am trying to learn how to use LWJGL3 and I just got to a state where I want to render something (a test quad for now). I have a class that represents a mesh where I set up the VAO with vertex, colour and indices buffers and another object later takes the mesh instance, retrieves its VAO ID and attempts to render it.
The problem I have is that no matter what I try, nothing renders in the window. I can change the background colour through the glClearColor() method but the quad never shows up.
The VAO set up:
vertexCount = indices.length;
vaoID = glGenVertexArrays();
glBindVertexArray(vaoID);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
//Vertices
FloatBuffer verticesBuffer = BufferUtils.createFloatBuffer(positions.length);
verticesBuffer.put(positions).flip();
vboID = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vboID);
glBufferData(GL_ARRAY_BUFFER, verticesBuffer, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, false, 3 * 4, 0);
//Colours
FloatBuffer colorsBuffer = BufferUtils.createFloatBuffer(colors.length);
colorsBuffer.put(colors).flip();
colVboID = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, colVboID);
glBufferData(GL_ARRAY_BUFFER, colorsBuffer, GL_STATIC_DRAW);
glVertexAttribPointer(1, 3, GL_FLOAT, false, 3 * 4, 0);
//Indices
IntBuffer indicesBuffer = BufferUtils.createIntBuffer(indices.length);
indicesBuffer.put(indices).flip();
idxVboID = glGenBuffers();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, idxVboID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL_STATIC_DRAW);
//Unbind
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
The rendering code:
//Bind the shader
shaderProgram.bind();
//Bind the VAO
glBindVertexArray(mesh.getVaoID());
//Draw
glDrawElements(GL_TRIANGLES, mesh.getVertexCount(), GL_UNSIGNED_INT, 0);
//Restore
glBindVertexArray(0);
shaderProgram.unbind();
Vertex shader:
#version 330
layout (location=0) in vec3 pos;
layout (location=1) in vec3 inColor;
out vec3 exColor;
void main()
{
gl_Position = vec4(pos, 1.0);
exColor = inColor;
}
Fragment shader:
#version 330
in vec3 exColor;
out vec4 fragColor;
void main()
{
fragColor = vec4(exColor, 1.0);
}
What am I doing wrong?
The problem was not in the parts of code shown, but in the main loop that I copied from a book without thoroughly thinking through what it did. I ended up with a glClear
call right before glfwSwapBuffers
call, which cleared the buffer right before showing it.
Lesson of the day: don't just copy from a book, think thoroughly about what you're doing
(Thank you to the people of LWJGL formus for helping me discover this mistake)