I'm implementing a height map with GL_TRIANGLE_STRIPS and the LWJGL OpenGL Java Bindings. When I draw 'direct' using 'GL_BEGIN/GL_END' it works perfectly but when the heightmap is to big it works slow.
As I want to move on using VBO's I'm now learning how to use Vertex Array's. This is where I have a problem, the drawing is just wrong. It seems that the last triangle of the strip returns to the first one. Perheps a picture is better:
Good drawing:
Bad Vertex array drawing:
My code is the following for normal drawing:
public void renderDirect() {
//adapt the camera to the map
float scale = 5.0f / Math.max(w - 1, l - 1);
GL11.glScalef(scale, scale, scale);
GL11.glTranslatef(-(float) (w - 1) / 2, 0.0f, -(float) (l - 1) / 2);
//choose map color
GL11.glColor3f(0.3f, 0.9f, 0.0f);
for (int z = 0; z < l - 1; z++) {
//Makes OpenGL draw a triangle at every three consecutive vertices
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
for (int x = 0; x < w; x++) {
Vector3f normal = getNormal(x, z);
GL11.glNormal3f(normal.getX(), normal.getY(), normal.getZ());
GL11.glVertex3f(x, getHeight(x, z), z);
normal = getNormal(x, z + 1);
GL11.glNormal3f(normal.getX(), normal.getY(), normal.getZ());
GL11.glVertex3f(x, getHeight(x, z + 1), z + 1);
}
glEnd();
}
}
My code is the following for vertex array drawing:
private void loadArrays(){
//calculate the length of the buffers
bLength = (l-1) * w * 6;
//create the normal and vertex buffer array's
dataBuffer = BufferUtils.createFloatBuffer(bLength*2);
cBuffer = BufferUtils.createFloatBuffer(bLength);
for (int z = 0; z < l - 1; z++) {
//Fill up the buffers
for (int x = 0; x < w; x++) {
Vector3f normal = getNormal(x, z);
dataBuffer.put(x).put(getHeight(x,z)).put(z);
dataBuffer.put(normal.getX()).put(normal.getY()).put(normal.getZ());
normal = getNormal(x, z + 1);
dataBuffer.put(x).put(getHeight(x,z+1)).put(z+1);
dataBuffer.put(normal.getX()).put(normal.getY()).put(normal.getZ());
}
}
}
int stride = 6*4;
public void renderDirect() {
//adapt the camera to the map
float scale = 5.0f / Math.max(w - 1, l - 1);
GL11.glScalef(scale, scale, scale);
GL11.glTranslatef(-(float) (w - 1) / 2, 0.0f, -(float) (l - 1) / 2);
//choose map color
GL11.glColor3f(0.3f, 0.9f, 0.0f);
//Draw the vertex arrays
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
dataBuffer.position(0);
glVertexPointer(3, stride, dataBuffer);
dataBuffer.position(3);
glNormalPointer(stride,dataBuffer);
glDrawArrays(GL_TRIANGLE_STRIP, 0, bLength/3);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
}
What am I doing wrong?
Concatenating triangle strips back-to-back like that will not work as you expect.
Either call glDrawArrays()
in a loop adjusting the first
and count
parameters to draw your original N
triangle strips, or add degenerate triangles to the end of each row to reset the strip starting position.
Or just use GL_TRIANGLES
:)