I'm trying (for the first time) to use OpenGL 3.2 to draw some sprites to the screen. I'm trying to set up a VAO, but it's not working. I'm getting an EXC_BAD_ACCESS on the call to glDrawElements.
VAO setup:
// setting up VAO
glGenVertexArrays(1, &vao_);
glBindVertexArray(vao_);
glGenBuffers(1, &indices_id_);
glGenBuffers(1, &attributes_id_);
glBindBuffer(GL_ARRAY_BUFFER, attributes_id_);
constexpr GLfloat* ptr = 0;
::glVertexAttribPointer(attribute_position_, 2, GL_FLOAT, false, STRIDE, ptr);
::glVertexAttribPointer(attribute_region_, 2, GL_FLOAT, false, STRIDE, ptr + 2);
::glVertexAttribPointer(attribute_color_, 4, GL_FLOAT, false, STRIDE, ptr + 4);
::glEnableVertexAttribArray(attribute_position_);
::glEnableVertexAttribArray(attribute_region_);
::glEnableVertexAttribArray(attribute_color_);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indices_id_);
{
auto data = std::make_unique<short[]>(BATCH_SIZE * 6);
short j = 0;
for (std::size_t i = 0; i < BATCH_SIZE * 6; i += 6, j += 4)
{
data[i] = j;
data[i + 1] = (short)(j + 1);
data[i + 2] = (short)(j + 2);
data[i + 3] = (short)(j + 2);
data[i + 4] = (short)(j + 3);
data[i + 5] = j;
}
glBufferData(GL_ELEMENT_ARRAY_BUFFER, static_cast<GLsizeiptr>(BATCH_SIZE * 6 * sizeof(short)), data.get(), GL_STATIC_DRAW);
}
glBindVertexArray(0);
Then elsewhere in the drawing loop:
// drawing
glBindVertexArray(vao_);
glBufferData(GL_ARRAY_BUFFER, static_cast<GLsizeiptr>(sizeof(float) * buffer_index_), attributes_.data(), GL_DYNAMIC_DRAW);
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(6 * number_of_sprites_), GL_UNSIGNED_SHORT, 0);
glBindVertexArray(0);
Can anyone see what I'm doing wrong?
UPDATE
I've added the suggested changes (very grateful for those). However, I'm now finding that I need to add a call to glBindBuffer(GL_ARRAY_BUFFER, attributes_id_);
before glBindVertexArray(vao_);
when drawing to get rid of the EXC_BAD_ACCESS error.
OpenGL 4.6 API Core Profile Specification; 10.3. VERTEX ARRAYS; page 347
A vertex array object is created by binding a name returned by GenVertexArrays with the command
void BindVertexArray( uint array );
array is the vertex array object name. The resulting vertex array object is a new state vector, comprising all the state and with the same initial values listed in tables 23.4- 23.7.
Table 23.4 contains ELEMENT_ARRAY_BUFFER_BINDING
This means, that the state of the bound ELEMENT_ARRAY_BUFFER is stored in the Vertex Array Object.
In your case indices_id_
is stored in the state vector of vao_
, because of
glBindVertexArray(vao_);
.....
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indices_id_);
When you call
glBindVertexArray(0);
then indices_id_
is not longer in the current state vector.
You have to change the order of the instructions:
glBindVertexArray(vao_);
.....
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indices_id_);
{
.....
glBufferData(indices_id_, static_cast<GLsizeiptr>(BATCH_SIZE * 6), data.get(), GL_STATIC_DRAW);
}
glBindVertexArray(0);