I've got a shape I'm trying to draw through OpenGL ES 2.0 on Android 3.2. I can get my scene rendering as intended with DrawArrays and a FloatBuffer, but not through glGenBuffers and a vbo/ibo.
Here are some snippets I'm using with irrelevant sections taken out
GLES20.glGenBuffers(1, vbo, 0);
GLES20.glGenBuffers(1, ibo, 0);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbo[0]);
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, this.vertexBuffer.capacity() * 4, vertexBuffer, GLES20.GL_STATIC_DRAW);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, ibo[0]);
GLES20.glBufferData(GLES20.GL_ELEMENT_ARRAY_BUFFER, indexBuffer.capacity() * 2, indexBuffer, GLES20.GL_STATIC_DRAW);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
Above is my code for creating my arrays. Below is my code for rendering.
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbo[0]);
GLES20.glEnableVertexAttribArray(positionHandle);
GLES20.glVertexAttribPointer(positionHandle, 3, GLES20.GL_FLOAT, false, 3 * 4, vertexBuffer);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, ibo[0]);
GLES20.glDrawElements(GLES20.GL_TRIANGLE_STRIP, 1, GLES20.GL_UNSIGNED_SHORT, 0);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
I know for a fact that my vertex float buffer is working correctly because If I replace the above code with the below code, it works as intended :
GLES20.glEnableVertexAttribArray(positionHandle);
GLES20.glVertexAttribPointer(positionHandle, 3, GLES20.GL_FLOAT, false, 3 * 4, vertexBuffer);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 3);
While I was debugging to find out if DrawArrays would work (which it does if I remove all code pertaining to binding buffers), I found that I could leave all the gen/bind/data buffer calls EXCEPT *GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbo[0]);*, this one exclusively would prevent rendering when using drawArrays
I've spent all day trying changing little details and calls in different orders to no avail.
At first I was trying to render a cube with the following data : private float[] pts = { -1f, 1f, -1f,
1f, 1f, -1f,
-1f, 1f, 1f,
1f, 1f, 1f,
-1f, -1f, -1f,
1f, -1f, -1f,
-1f, -1f, 1f,
1f, -1f, 1f };
private short indecies[] = {0,1,2,3,6,7,4,5,0,1,1,5,3,7,7,6,6,2,4,0};
But I decided to go with this test data and this works in drawArrays without the use of the indicies
private float[] pts = { -1,0,0,
1f,0,0,
0f,1,0};
private short[] indecies = {0,1,2};