I want to draw multiple vertex arrays. This is the initialization:
unsigned int va1;
unsigned int vb1;
void init_va1() {
glGenVertexArrays(1, &va1);
glBindVertexArray(va1);
glGenBuffers(1, &vb1);
glBindBuffer(GL_ARRAY_BUFFER, vb1);
glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(vec2), nullptr, GL_DYNAMIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, false, sizeof(vec2), nullptr);
glEnableVertexAttribArray(0);
}
unsigned int va2;
unsigned int vb2;
void init_va2() {
glGenVertexArrays(1, &va2);
glBindVertexArray(va2);
glGenBuffers(1, &vb2);
glBindBuffer(GL_ARRAY_BUFFER, vb2);
glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(vec2), nullptr, GL_DYNAMIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, false, sizeof(vec2), nullptr);
glEnableVertexAttribArray(0);
}
At initialization:
init_va1();
init_va2();
At draw:
glBindVertexArray(va1);
vec2 a1[] = {
vec2(0.0, 0.0),
vec2(0.1, 0.0),
vec2(0.1, 0.1),
vec2(0.0, 0.1),
};
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(a1), a1);
glUniform3f(polygon_color_loc, 0, 1, 0);
glDrawArrays(GL_LINE_LOOP, 0, 4);
glBindVertexArray(va2);
vec2 a2[] = {
vec2(0.0, 0.0),
vec2(-0.1, 0.0),
vec2(-0.1, -0.1),
vec2(0.0, -0.1),
};
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(a2), a2);
glUniform3f(polygon_color_loc, 1, 0, 0);
glDrawArrays(GL_LINE_LOOP, 0, 4);
Whichever vertex array I initialize last will be drawn properly, and the other one will not be drawn. For example, if I call init_va1() and then init_va2(), the drawing using va2 will be shown, and the drawing using va1 will not. If I reorder the calls, then the drawing using va1 will be shown, and the drawing using va2 will not. How do I draw both vertex arrays?