Solved bug where we mistakenly bounded VAOs before EBOs and VBOs
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01993a93ed
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1 changed files with 2 additions and 2 deletions
4
main.c
4
main.c
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@ -129,7 +129,6 @@ int main()
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// VAO setup
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// VAO setup
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glGenVertexArrays(1, &hex->vao);
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glGenVertexArrays(1, &hex->vao);
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glBindVertexArray(hex->vao);
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glBindVertexArray(hex->vao);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), (void*)0);
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// VBO setup
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// VBO setup
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float *vertices = hex->vertices;
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float *vertices = hex->vertices;
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@ -162,6 +161,7 @@ int main()
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, hex->ebo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, hex->ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6*3 * sizeof(unsigned int), indices, GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6*3 * sizeof(unsigned int), indices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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}
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}
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@ -185,7 +185,7 @@ int main()
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for (size_t i = 0; i < grid.rows * grid.columns; ++i)
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for (size_t i = 0; i < grid.rows * grid.columns; ++i)
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{
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{
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glBindVertexArray(grid.hexes[i].vao);
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glBindVertexArray(grid.hexes[i].vao);
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log_debug("Binding VAO %d VBO %d EBO %d", grid.hexes[i].vao, grid.hexes[i].vbo, grid.hexes[i].ebo);
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//log_debug("Binding VAO %d VBO %d EBO %d", grid.hexes[i].vao, grid.hexes[i].vbo, grid.hexes[i].ebo);
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glBindBuffer(GL_ARRAY_BUFFER, grid.hexes[i].vbo);
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glBindBuffer(GL_ARRAY_BUFFER, grid.hexes[i].vbo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, grid.hexes[i].ebo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, grid.hexes[i].ebo);
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glDrawElements(GL_TRIANGLES, 3*6, GL_UNSIGNED_INT, 0);
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glDrawElements(GL_TRIANGLES, 3*6, GL_UNSIGNED_INT, 0);
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