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Apr 26, 2022 at 10:00 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
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Feb 16, 2021 at 12:15 answer added Budschie timeline score: 0
Feb 16, 2021 at 11:00 comment added Maximus Minimus Check your glBindBuffer (GL_ELEMENT_ARRAY_BUFFER calls - unless you've made such a call when your VAO is bound, then your index buffer is not in your VAO state. I also see that you're unbinding (...I really wish tutorials wouldn't do that...) so make sure that you don't unbind your GL_ELEMENT_ARRAY_BUFFER while your VAO is bound as well.
Feb 16, 2021 at 10:13 comment added Budschie Also, I should point out that I am using GLuint as the type of the index buffer. Could that be a problem?
Feb 16, 2021 at 10:11 history edited Budschie CC BY-SA 4.0
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Feb 16, 2021 at 10:10 comment added Budschie @MaximusMinimus Sorry if I am bothering you but how can I exactly check if my Indices Buffer is bound to my VAO? Also, I am gonna post how I load my VAO for debugging purposes.
Feb 16, 2021 at 9:54 comment added Maximus Minimus Can you check and confirm that you've actually got an index buffer bound when you draw? I see that you're using VAOs and the element array buffer binding is part of VAO state, not global state, so the glBindBuffer you do on creation won't hold after a VAO change.
Feb 16, 2021 at 9:32 history edited Budschie CC BY-SA 4.0
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Feb 16, 2021 at 9:26 history edited Budschie CC BY-SA 4.0
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Feb 16, 2021 at 9:23 comment added Budschie @MaximusMinimus Yes, indeed, if I call glDrawArrays like you've said, everything works fine.
Feb 16, 2021 at 8:25 comment added Maximus Minimus Since you're only drawing a single triangle here, could you try it with glDrawArrays (GL_TRIANGLES, 0, 3) and see what happens? I'm not proposing this as a solution (otherwise it would be an answer not a comment) but as a troubleshooting step. If glDrawArrays works you have a problem in your index buffer setup. If glDrawArrays also fails your problem is most likely elsewhere. That should then help you narrow it down and get your glDrawElements call working.
Feb 15, 2021 at 20:01 comment added Budschie @Tyyppi_77 Yeah I saw that too... But unfortunately, after a quick debugging session, I could be sure that my vertices amount is not negative. In fact, the vertices amount is 3.
Feb 15, 2021 at 19:13 comment added user35344 The docs for glDrawElements says that GL_INVALID_VALUE is returned if count, so planeVAO->getVerticesAmount() is negative. Could this be the case?
Feb 15, 2021 at 17:35 review First posts
Feb 23, 2021 at 23:19
Feb 15, 2021 at 17:35 history asked Budschie CC BY-SA 4.0