Reputation: 9158
I am using Vertex Indices to render my mesh.I have no problem passing vertex-indices and vertex positions.
But I am wondering in the case of texture coordinates,should I pass them them using Indices too?
Edit : I am trying to pass and render OBJ file and confused on how to handle texture coordinates described in "f x/y/z"
For example in the case of a Cube I pass my vertex coordinates :
*8 Vertex coords
*36 Vertex Indices:
When passing textures(or even normals) should I pass them as:
*(8 texture coords+36 texture coordinate indices). If so, how to assign them during render ?
or
*(36 texture coordinates) ?
This is my abstract mesh class,
public class AbstractMesh3D {
//private int buffers[]={0,0};
private int vbVertices[]=new int[1];
private int vbIndices[]=new int[1];
private int vbNormals[]=new int[1];
private int vbColors[]=new int[1];
private int vbTextureCords[]=new int[1];
private boolean bVertices=false;
private boolean bIndices=false;
private boolean bNormals=false;
private int numOfVertices;
private int numOfIndices;
private int numOfNormals;
private World3D _world;
private String textureId;
public void setTextureId(String textureId) {
this.textureId = textureId;
}
public AbstractMesh3D(){
}
public void setWorld(World3D world){
this._world=world;
}
public void setVertexBuffer(float vertexData[]){
GLES20.glGenBuffers(1, vbVertices, 0);
//Short
FloatBuffer vertexFloatBuffer=ByteBuffer.allocateDirect(vertexData.length*4).order(ByteOrder.nativeOrder()).asFloatBuffer();
vertexFloatBuffer.put(vertexData);
vertexFloatBuffer.position(0);
//GLES20.glGenBuffers(1, vbVertices, 0);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbVertices[0]);
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, vertexData.length*4, vertexFloatBuffer, GLES20.GL_STATIC_DRAW);
numOfVertices=vertexData.length/3;
bVertices=true;
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
//vertexFloatBuffer.
}
public void setNormalBuffer(float normalData[]){
GLES20.glGenBuffers(1, vbNormals, 0);
//Short
FloatBuffer vertexFloatBuffer=ByteBuffer.allocateDirect(normalData.length*4).order(ByteOrder.nativeOrder()).asFloatBuffer();
vertexFloatBuffer.put(normalData);
vertexFloatBuffer.position(0);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbNormals[0]);
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, normalData.length*4, vertexFloatBuffer, GLES20.GL_STATIC_DRAW);
bNormals=true;
numOfNormals=normalData.length/3;
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
}
public void setIndices(short indices[]){
GLES20.glGenBuffers(1, vbIndices, 0);
ShortBuffer vertexFloatBuffer=ByteBuffer.allocateDirect(indices.length*2).order(ByteOrder.nativeOrder()).asShortBuffer();
vertexFloatBuffer.put(indices);
vertexFloatBuffer.position(0);
//GLES20.glGenBuffers(1, buffers[1], 0);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, vbIndices[0]);
GLES20.glBufferData(GLES20.GL_ELEMENT_ARRAY_BUFFER, indices.length*2, vertexFloatBuffer, GLES20.GL_STATIC_DRAW);
numOfIndices=indices.length;
bIndices=true;
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
}
public void render(){
int posHandle=_world.getOgl_aPositionHandle();
int normalHandle=_world.getOgl_aNormalHandle();
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbVertices[0]);
GLES20.glEnableVertexAttribArray(posHandle);
GLES20.glVertexAttribPointer(posHandle, 3, GLES20.GL_FLOAT, false, 12, 0);
if(bNormals){
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbNormals[0]);
GLES20.glEnableVertexAttribArray(normalHandle);
GLES20.glVertexAttribPointer(normalHandle, 3, GLES20.GL_FLOAT, false, 12, 0);
}
if(bIndices){
//System.out.println("render indices");
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, vbIndices[0]);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, numOfIndices, GLES20.GL_UNSIGNED_SHORT, 0);
}else{
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, numOfVertices);
}
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
GLES20.glDisableVertexAttribArray(posHandle);
GLES20.glDisableVertexAttribArray(normalHandle);
//System.out.println("rendered");
}
}
Upvotes: 1
Views: 2663
Reputation: 35923
You must reorder the texcoords and vertices such that they share the same index. You cannot use a separate index for different attributes.
Always the number of vertices must equal number of texcoords must equal number of normals, etc.
When parsing OBJ this will involve duplicating some vertices/texcoords such that you can meet this requirement.
Upvotes: 4