Hello,
I am trying to add VBO’s in an easy sample application to test them, but I run into a problem. For some reason he draws something very strange. All I want to do, is render a cube. The application works fine with vertex arrays without the vbo’s so the buffers are correctly filled I presume then …
here I create the buffers:
int numOfVerts = 24;
vboVertexID = generateVBOId(drawable);
vertexBuffer.rewind();
gl.glBindBufferARB(GL.GL_ARRAY_BUFFER_ARB, vboVertexID);
gl.glBufferDataARB(
GL.GL_ARRAY_BUFFER_ARB,
numOfVerts * 4 * 3,
vertexBuffer,
GL.GL_STATIC_DRAW_ARB);
and then to draw my vertices:
gl.glEnableClientState(GL.GL_VERTEX_ARRAY);
gl.glBindBufferARB(GL.GL_ARRAY_BUFFER_ARB, vboVertexID);
gl.glVertexPointer(3, GL.GL_FLOAT, 12, this.vertexBuffer);
gl.glBindBufferARB(GL.GL_ARRAY_BUFFER_ARB, 0);
so where is the problem … I already tried quite a lot of different values for the offset and things like that, but it just won’t fix my problem. My vertices are way off …
Hope someone sees the problem, or perhaps someone has also a simple working program with VBO’s which they want to send to me at kozen@pandora.be
Thanx already …