Solved bug where we mistakenly bounded VAOs before EBOs and VBOs

This commit is contained in:
Phireh 2023-01-21 15:05:08 +01:00
commit 7d05cb46b3

4
main.c
View file

@ -129,7 +129,6 @@ int main()
// VAO setup
glGenVertexArrays(1, &hex->vao);
glBindVertexArray(hex->vao);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), (void*)0);
// VBO setup
float *vertices = hex->vertices;
@ -162,6 +161,7 @@ int main()
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, hex->ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6*3 * sizeof(unsigned int), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glEnableVertexAttribArray(0);
}
@ -185,7 +185,7 @@ int main()
for (size_t i = 0; i < grid.rows * grid.columns; ++i)
{
glBindVertexArray(grid.hexes[i].vao);
log_debug("Binding VAO %d VBO %d EBO %d", grid.hexes[i].vao, grid.hexes[i].vbo, grid.hexes[i].ebo);
//log_debug("Binding VAO %d VBO %d EBO %d", grid.hexes[i].vao, grid.hexes[i].vbo, grid.hexes[i].ebo);
glBindBuffer(GL_ARRAY_BUFFER, grid.hexes[i].vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, grid.hexes[i].ebo);
glDrawElements(GL_TRIANGLES, 3*6, GL_UNSIGNED_INT, 0);