Reputation: 817
Im currently trying to figure out how VBO stuff is working which results in horrible problems sadly : /
im loading the data from an .obj file (see: http://pastebin.com/B8uibDvV for the .obj file) and (trying to) put it into a VBO
my code to bind the data looks like this:
//Generate Buffers
glGenBuffers(1, &this->glVerticesBufferID);
glGenBuffers(1, &this->glIndexBufferID);
//bind the buffers to set the data
glBindBuffer(GL_ARRAY_BUFFER, this->glVerticesBufferID);
glBufferData(GL_ARRAY_BUFFER, this->verticesList.size() * sizeof(GLfloat), 0, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->glIndexBufferID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, this->indexList.size() * sizeof(GLshort), 0, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, this->verticesList.size(), this->verticesList.data());
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, this->indexList.size(), this->indexList.data());
//Clear binds
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
at the end im rendering everything with this:
glBindBuffer(GL_ARRAY_BUFFER, this->glVerticesBufferID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->glIndexBufferID);
glEnableClientState(GL_VERTEX_ARRAY);
glDrawElements(GL_TRIANGLES, this->indexList.size(), GL_UNSIGNED_SHORT, this->indexList.data());
glDisableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
and at the end i get the access violation message in the output of VisualStudio 2010
0xC0000005: Access violation reading location 0x0147fbd8.
So my question is how to fix this? (or how to do it right if im that wrong)
---------------EDIT 1---------------
Bind data
glGenBuffers(1, &this->glVerticesBufferID);
glBindBuffer(GL_ARRAY_BUFFER, this->glVerticesBufferID);
glBufferData(GL_ARRAY_BUFFER, (this->verticesList.size() + this->textureCoordList.size() + this->normalsList.size()) * sizeof(GLfloat), 0, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER,
0,
this->verticesList.size() * sizeof(GLfloat),
this->verticesList.data()
);
glBufferSubData(
GL_ARRAY_BUFFER,
this->verticesList.size() * sizeof(GLfloat),
this->normalsList.size() * sizeof(GLfloat),
this->normalsList.data()
);
glBufferSubData(
GL_ARRAY_BUFFER,
(this->verticesList.size() + this->normalsList.size()) * sizeof(GLfloat),
this->textureCoordList.size() * sizeof(GLfloat),
this->textureCoordList.data()
);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenBuffers(1, &this->glIndexBufferID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->glIndexBufferID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, this->indexList.size() * sizeof(GLushort), this->indexList.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
pub_glVerticesBufferID = glVerticesBufferID;
pub_glIndexBufferID = glIndexBufferID;
Render part:
glBindBuffer(GL_ARRAY_BUFFER, this->glVerticesBufferID);
glVertexPointer(3, GL_FLOAT, 3 * sizeof(GLfloat), (GLvoid*)0);
glNormalPointer(GL_FLOAT, 3 * sizeof(GLfloat), (GLvoid*)(this->verticesList.size() * sizeof(GLfloat)));
glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), (GLvoid*)((this->normalsList.size() + this->verticesList.size()) * sizeof(GLfloat)));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->glIndexBufferID);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
Upvotes: 3
Views: 4128
Reputation: 162164
You probably didn't initialize the entry points for functionality introduced after OpenGL-1.1. In Windows only the OpenGL-1.1 entry points are specified, everything beyond must be initialized at runtime. Otherwise you get an access violation. Have a look at GLEW for a convenient way to do that tedious task with just 3 lines of code.
That being said, your code still got mistakes:
You need to tell OpenGL where where from the buffer exactly it shall take it's elements. This done by calling the gl…Pointer
functions with the data elements being a byte offset into the buffer. Your code misses that. Also glDrawElements
no longer expects are pointer put an offset as well.
But with buffer objects being bound this shouldn't cause a segfault/access violation.
Upvotes: 2