I am trying to draw a simple, red triangle on screen. Without using an VBO the code works as intended. When trying to draw it by using an VBO (with or without shader), it simply has no effect.
My code:
//Works
glBegin(GL_TRIANGLES);
glVertex3f(0f, 0f, 0.0f);
glVertex3f(0.5f, 0f, 0.0f);
glVertex3f(0.5f, 0.5f, 0.0f);
glEnd();
//Does not work
int vertexArrayID = glGenVertexArrays();
glBindVertexArray(vertexArrayID);
float[] g_vertex_buffer_data = new float[]{
0f, 0f, 0.0f,
0.5f, 00f, 0.0f,
0.5f, 0.5f, 0.0f,
};
int vertexbuffer = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, FloatBuffer.wrap(g_vertex_buffer_data), GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
false, // normalized?
0, // stride
0 // array buffer offset
);
glDrawArrays(GL_TRIANGLES, 0, 3); // 3 indices starting at 0 -> 1 triangle
glDisableVertexAttribArray(0);
glDeleteBuffers(vertexbuffer);
glDeleteVertexArrays(vertexArrayID);
System.out.println(glGetError());
glGetError() always returns 0.
I use a default, tutorial-copied shader to test my code (I link and bind the program before using above code):
#version 330 core
// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 vertexPosition_modelspace;
void main(){
gl_Position.xyz = vertexPosition_modelspace;
gl_Position.w = 1.0;
}
#version 330 core
// Ouput data
out vec3 color;
void main()
{
// Output color = red
color = vec3(1,0,0);
}