It seems like glBufferSubData
is overwriting or somehow mangling data between my glDrawArrays
calls. I'm working in Windows 7 64bit, with that latest drivers for my Nvidia GeForce GT520M CUDA 1GB.
I have 2 models, each with an animation. The models have 1 mesh, and that mesh is stored in the same VAO. They also have 1 animation each, and the bone transformations to be used for rendering the mesh is stored in the same VBO.
My workflow looks like this:
- calculate bone transformation matrices for a model
- load bone transformation matrices into opengl using
glBufferSubData
, then bind the buffer - render the models mesh using
glDrawArrays
For one model, this works (at least, mostly - sometimes I get weird gaps in between the vertices).
However, for more than one model, it looks like bone transformation matrix data is getting mixed up between the rendering calls to the meshes.
Single Model Animated Windows
Two Models Animated Windows
I load my bone transformation data like so:
void Animation::bind()
{
glBindBuffer(GL_UNIFORM_BUFFER, bufferId_);
glBufferSubData(GL_UNIFORM_BUFFER, 0, currentTransforms_.size() * sizeof(glm::mat4), ¤tTransforms_[0]);
bindPoint_ = openGlDevice_->bindBuffer( bufferId_ );
}
And I render my mesh like so:
void Mesh::render()
{
glBindVertexArray(vaoId_);
glDrawArrays(GL_TRIANGLES, 0, vertices_.size());
glBindVertexArray(0);
}
If I add a call to glFinish()
after my call to render()
, it works just fine! This seems to indicate to me that, for some reason, the transformation matrix data for one animation is 'bleeding' over to the next animation.
How could this happen? I am under the impression that if I called glBufferSubData
while that buffer was in use (i.e. for a glDrawArrays
for example), then it would block. Is this not the case?
It might be worth mentioning that this same code works just fine in Linux.
Note: Related to a previous post, which I deleted.
Mesh Loading Code:
void Mesh::load()
{
LOG_DEBUG( "loading mesh '" + name_ +"' into video memory." );
// create our vao
glGenVertexArrays(1, &vaoId_);
glBindVertexArray(vaoId_);
// create our vbos
glGenBuffers(5, &vboIds_[0]);
glBindBuffer(GL_ARRAY_BUFFER, vboIds_[0]);
glBufferData(GL_ARRAY_BUFFER, vertices_.size() * sizeof(glm::vec3), &vertices_[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, vboIds_[1]);
glBufferData(GL_ARRAY_BUFFER, textureCoordinates_.size() * sizeof(glm::vec2), &textureCoordinates_[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, vboIds_[2]);
glBufferData(GL_ARRAY_BUFFER, normals_.size() * sizeof(glm::vec3), &normals_[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, vboIds_[3]);
glBufferData(GL_ARRAY_BUFFER, colors_.size() * sizeof(glm::vec4), &colors_[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, 0, 0);
if (bones_.size() == 0)
{
bones_.resize( vertices_.size() );
for (auto& b : bones_)
{
b.weights = glm::vec4(0.25f);
}
}
glBindBuffer(GL_ARRAY_BUFFER, vboIds_[4]);
glBufferData(GL_ARRAY_BUFFER, bones_.size() * sizeof(VertexBoneData), &bones_[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(4);
glVertexAttribIPointer(4, 4, GL_INT, sizeof(VertexBoneData), (const GLvoid*)0);
glEnableVertexAttribArray(5);
glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, sizeof(VertexBoneData), (const GLvoid*)(sizeof(glm::ivec4)));
glBindVertexArray(0);
}
Animation UBO Setup:
void Animation::setupAnimationUbo()
{
bufferId_ = openGlDevice_->createBufferObject(GL_UNIFORM_BUFFER, Constants::MAX_NUMBER_OF_BONES_PER_MESH * sizeof(glm::mat4), ¤tTransforms_[0]);
}
where Constants::MAX_NUMBER_OF_BONES_PER_MESH
is set to 100.
In OpenGlDevice
:
GLuint OpenGlDevice::createBufferObject(GLenum target, glmd::uint32 totalSize, const void* dataPointer)
{
GLuint bufferId = 0;
glGenBuffers(1, &bufferId);
glBindBuffer(target, bufferId);
glBufferData(target, totalSize, dataPointer, GL_DYNAMIC_DRAW);
glBindBuffer(target, 0);
bufferIds_.push_back(bufferId);
return bufferId;
}
glBufferData(GL_UNIFORM_BUFFER, currentTransforms_.size() * sizeof(glm::mat4), NULL, GL_DYNAMIC_DRAW);
before my call toglBufferSubData
, but I get the same results. I'm not sure exactly how to do mapping/unmapping, I'll look into that. - Jarrett