I have an issue in my project where I am trying to draw a pyramid on screen but the depth is not being displayed.
public void create(float[] vertices, int[] indices, int numberOfVertices, int numberOfIndices) {
indexCount = numberOfIndices;
vao = gl.genVertexArrays();
gl.bindVertexArray(vao);
IntBuffer indicesBuffer = factory.create(indices);
ibo = gl.genBuffers();
gl.bindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
gl.bufferData(GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL_STATIC_DRAW);
FloatBuffer verticesBuffer = factory.create(vertices);
vbo = gl.genBuffers();
gl.bindBuffer(GL_ARRAY_BUFFER, vbo);
gl.bufferData(GL_ARRAY_BUFFER, verticesBuffer, GL_STATIC_DRAW);
gl.vertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0);
gl.enableVertexAttribArray(0);
gl.bindBuffer(GL_ARRAY_BUFFER, 0);
gl.bindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
gl.bindVertexArray(0);
}
I create my mesh object with following code where Vertices and Indices are defined as :
private void createTriangles() {
float[] vertices = new float[] {
//x y z
-1.0f, -1.0f, 0.0f, //0
0.0f, 0.0f, 1.0f, //1
1.0f, -1.0f, 0.0f, //2
0.0f, 1.0f, 0.0f //3
};
int[] indices = new int[] {
0, 3, 1,
1, 3, 2,
2, 3, 0,
0, 1, 2
};
mesh.create(vertices, indices, 12, 12);
}
In order to display them to screen I call my render function from my game loop which is defined as.
public void render() {
gl.bindVertexArray(vao);
gl.bindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
gl.drawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, 0);
gl.bindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
gl.bindVertexArray(0);
}
To create my FloatBuffer and IntBuffer I have a factory class defined as.
public class BufferFactory {
public IntBuffer create(int[] indices) {
IntBuffer buffer = BufferUtils.createIntBuffer(indices.length);
buffer.put(indices);
buffer.flip();
return buffer;
}
public FloatBuffer create(float[] vertices) {
FloatBuffer buffer = BufferUtils.createFloatBuffer(vertices.length);
buffer.put(vertices);
buffer.flip();
return buffer;
}
}
So the issue i'm getting is that it should have drawn four triangles to screen to form a pyramid, however my output looks like this.
I have rotated the image to try and see the depth but it is a flat object.
I have tried to identify where the issue may be coming from by attempting to draw each triangle individually by changing my render method to gl.drawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0);
So that it only draws one triangle. I have tried to draw all four faces individually and all are drawn to screen.
I found the issue. I was originally scaling the triangle such that
model.scale(new Vector3f(0.2f, 0.2f, 0.0f));
As a result the z axis was being multiplied by 0. Silly mistake, hope this helps someone in the future.