I'm attempting to move a vertex by modifying it's positional vertex attribute. As a test, I have added the line vertices[0] = 0.4f;
both before and after the creation of my VAO procedure, to see whether I am able to modify the vertices array after an initial render. When I add it before the VAO creation, it modifies the location of the vertex, and when it is added afterwards it does not. This leads me to believe my rendering procedure:
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
Somehow isn't actually updating the buffer with the current float[]
in memory. However, I can then replace the line glBindVertexArray(VAO);
with the whole rendering procedure:
// 2. copy our vertices array in a buffer for OpenGL to use
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
// 2. copy our vertex indices in a buffer for OpenGL to use
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(indices), indices);
// 3. then set our vertex attributes pointers:
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 7 * sizeof(float), (void*)0); // Pos vec3
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 7 * sizeof(float), (void*)(3* sizeof(float))); // Col vec4
glEnableVertexAttribArray(1);
And with this as my rendering procedure, I can update the vertices array and this change is carried across to the GPU, updating the position of the vertex on-screen. Here is my VAO creation code:
// Generate a Vertex Array Object to store our rendering procedure.
unsigned int VAO;
glGenVertexArrays(1, &VAO);
// 1. bind Vertex Array Object, Element Buffer Object
glBindVertexArray(VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
// 2. copy our vertices array in a buffer for OpenGL to use
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
// 2. copy our vertex indices in a buffer for OpenGL to use
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(indices), indices);
// 3. then set our vertex attributes pointers:
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 7 * sizeof(float), (void*)0); // Pos vec3
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 7 * sizeof(float), (void*)(3* sizeof(float))); // Col vec4
glEnableVertexAttribArray(1);
So it works when I express the rendering procedure explicitly, but not when I store it in a VAO? From what I understand, a VAO is a construct for storing a rendering procedure, and when we then run glBindVertexArray(VAO);
, this rendering procedure is carried out. Am I understanding this wrong? Is there another line I need in either the creation of the VAO or when rendering?
Here is the full source in C++: https://pastebin.com/DgZuZt4K
And the same thing written in OpenTK, C#: https://pastebin.com/DHj9UN16