Using LWJGL I tried to render to render a simple Mesh on screen, but OpenGL decided to instead do nothing. :(
So I have a mesh class which creates a VBO. I can add some vertices which then are supposed to be drawn on screen.
public class Mesh {
private int vbo;
private int size = 0;
public Mesh() {
vbo = glGenBuffers();
}
public void addVertices(Vertex[] vertices) {
size = vertices.length;
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, Util.createFlippedBuffer(vertices), GL_STATIC_DRAW);
}
public void draw() {
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, false, Vertex.SIZE * 4, 0);
glDrawArrays(GL_TRIANGLES, 0, size);
glDisableVertexAttribArray(0);
}
}
Here is how I add vertices to my mesh:
mesh = new Mesh();
Vertex[] vertices = new Vertex[] { new Vertex(new Vector3f(-1, -1, 0)),
new Vertex(new Vector3f(-1, 1, 0)),
new Vertex(new Vector3f(0, 1, 0)) };
mesh.addVertices(vertices);
I am pretty sure I added them in the correct (clock-wise) order.
And my OpenGL setup:
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glFrontFace(GL_CW);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
Calling glGetError() returns no error (0).
EDIT:
Well I found out that macs are little weird when it comes to OpenGL. I needed to use a VAO along with the VBO. Now it works fine. Thanks anyway!