Issue
I am using glDrawElement() for rendering a plain but the indexing is not working as intended so i am getting an irrelevant object .I have used AAssetmanager for loading the coordinates from a wavefront object file .
here is my code for rendering :
GLushort squareindices[] = {
0 , 1 ,2,
0, 3, 2
};
GLfloat vertexColor[] = {
1.0f, 1.0f , 0.0f,
0.0f , 0.0f , 1.0f,
1.0f, 1.0f , 0.0f,
0.0f , 0.0f , 1.0f,
};
void flatPlain::render(GLuint program) {
if (renderSelf) {
// flatPlainProgram = program;
auto *gens = new programGenerator;
auto *mats = new matrixOperation;
flatPlainProgram = gens->createProgram(vertexplain, fragmentplain);
// LOGE2("%x" , flatPlainProgram);
vertexLocation = glGetAttribLocation(flatPlainProgram, "vertexPosition");
// textureLocation = glGetAttribLocation(flatPlainProgram, "texturecord");
vertexColorlocation = glGetAttribLocation(flatPlainProgram, "vertexColour");
projection = glGetUniformLocation(flatPlainProgram, "projection");
model = glGetUniformLocation(flatPlainProgram, "modelView");
// sampleLocation = glGetUniformLocation(flatPlainProgram, "texture");
mats->perspective(projectionMatrix, (float) fov, (float) w / (float) h, 0.1f, 100.0f);
// if ( image != nullptr)
// loadTexture();
mats->createVolume(modelMatrix);
mats->rotateX(modelMatrix, angle);
mats->translateMatrix(x, y, z, modelMatrix);
glUseProgram(flatPlainProgram);
glVertexAttribPointer(vertexLocation, 3, GL_FLOAT, GL_FALSE, 0, vertexCord);
glEnableVertexAttribArray(vertexLocation);
glVertexAttribPointer(vertexColorlocation, 3, GL_FLOAT, GL_FALSE, 0, vertexColor);
glEnableVertexAttribArray(vertexColorlocation);
glUniformMatrix4fv(projection, 1, GL_FALSE, projectionMatrix);
glUniformMatrix4fv(model, 1, GL_FALSE, modelMatrix);
// glUniform1i(sampleLocation, 0);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, squareindices);
glDeleteProgram(flatPlainProgram);
}
}
I have read the vertices and then rendered it.
my .obj file:
v 0.000000 0.000000 0.000000
v 10.000000 0.000000 0.000000
v 0.000000 0.000000 -10.000000
v 10.000000 0.000000 -10.000000
vt 0.000000 0.000000
vt 1.000000 0.000000
vt 1.000000 1.000000
vt 0.000000 1.000000
vn 0.0000 1.0000 0.0000
usemtl None
s off
f 1/1/1 2/2/1 4/3/1 3/4/1
Solution
This are your vertex coordinates
0: ( 0.0, 0.0, 0.0)
1: (10.0, 0.0, 0.0)
2: ( 0.0, 0.0, -10.0)
3: (10.0, 0.0, -10.0)
0 1
+-----+
| |
| |
+-----+
2 3
Triangulate the quad with the following indices:
0, 1, 2, 1, 3, 2
0 1
+-----+ +
| / / |
| / / |
+ +-----+
2 3
Answered By - Rabbid76
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