not being able to see my drawn object on screen after separating matrices

Ok so before I just had one MVPMatrix and I set that to identity but now I have split that up into model, view and projection but I am unable to see my drawn object on the screen. I probably shouldnt use third party links but here is my code.



bool OGLESIntroducingPVRTools::InitView()

{



// Sets the clear color

glClearColor(0.6f, 0.8f, 1.0f, 1.0f);



//glEnable(GL_DEPTH_TEST);



CPVRTString pErrorStr;

glEnable(GL_DEPTH_TEST);



/

Load textures

/

if(!load_Tex(&pErrorStr))

{

PVRShellSet(prefExitMessage, pErrorStr.c_str());

return false;

}





//create skybox using the PVR function PVRTCreateSkyBox

/float sBox_Vertices;

float
sBox_TexCoords;



PVRTCreateSkybox(500.0f, true, 512, &sBox_Vertices, &sBox_TexCoords);

glGenBuffers(1, &m_skyBoxVBO);

glBindBuffer(GL_ARRAY_BUFFER, m_skyBoxVBO);

glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * 24, &sBox_Vertices[0], GL_STATIC_DRAW);

glBindBuffer(GL_ARRAY_BUFFER, 0);



PVRTDestroySkybox(sBox_Vertices, sBox_TexCoords);
/

/

Compiles the shaders.

First we use CPVRTResourceFile to load a file into memory. After construction with a

file name, we just have to check whether the file is open or an error occured.

We load both source and binary shaders, then try the binary shader first.

The data of a CPVRTResourceFile will always be terminated with a 0 byte so it can

safely be used as a C string.

/



loadWatershader();

loadSkyShader();





// Store the location of uniforms for later use

for (int i = 0; i < eNumUniforms; ++i)

{

m_ShaderProgram.auiLoc = glGetUniformLocation(m_ShaderProgram.uiId, g_aszUniformNames);

}



//store skybox uniform

for (int i = 0; i < eSkyUniforms; ++i)

{

skyShaderProgram.auiLoc = glGetUniformLocation(skyShaderProgram.uiId, skyUniformNames);

}



glUniform1i(glGetUniformLocation(m_ShaderProgram.uiId, “sTexture”), 0);

glUniform1i(glGetUniformLocation(m_ShaderProgram.uiId, “sTexture2”), 1);



// Create VBO for the triangle from our data



// Interleaved vertex data

GLfloat sqVert[] = {

0.5f,0.5f,0.0f,

1.0f, 1.0f,//UV

-0.5f,0.5f,0.0f,

0.0f, 1.0f,//UV

0.5f,-0.5f,0.0f, //postions

1.0f, 0.0f, //UV

-0.5f, -0.5f, 0.0f,

0.0f, 0.0f,//UV

-0.5f,0.5f,0.0f,

0.0f, 1.0f,//UV

0.5f,-0.5f,0.0f,

1.0f, 0.0f //UV

};



glGenBuffers(1, &m_ui32Vbo);



m_ui32VertexStride = 5 * sizeof(GLfloat); // 3 floats for the pos, 2 for the UVs



// Bind the VBO

glBindBuffer(GL_ARRAY_BUFFER, m_ui32Vbo);



// Set the buffer’s data

glBufferData(GL_ARRAY_BUFFER, 6 * m_ui32VertexStride, sqVert, GL_STATIC_DRAW);



// Unbind the VBO

glBindBuffer(GL_ARRAY_BUFFER, 0);

return true;



//set projection matrix

bool bRotate = PVRShellGet(prefIsRotated) && PVRShellGet(prefFullScreen);

p_Matrix = PVRTMat4::PerspectiveFovRH(60.0f, (float) PVRShellGet(prefWidth) / (float) PVRShellGet(prefHeight), 0.1, 1000.0f, PVRTMat4::OGL, bRotate);

v_Matrix = PVRTMat4::LookAtLH(PVRTVec3(0.0f, 0.0f, -3.0f), PVRTVec3(0.0f, 0.0f, 0.0f), PVRTVec3(0.0f, 1.0f, 0.0f));

p_Time = PVRShellGetTime();



}









bool OGLESIntroducingPVRTools::RenderScene()

{

// Clears the color and depth buffer

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);



// Binds the loaded texture

glActiveTexture(GL_TEXTURE0);

glBindTexture(GL_TEXTURE_2D, m_uiTexture[0]);



glActiveTexture(GL_TEXTURE1);

glBindTexture(GL_TEXTURE_2D, m_uiTexture[1]);





// Use the loaded shader program

glUseProgram(m_ShaderProgram.uiId);



m_Matrix = PVRTMat4::RotationX(45);



if(PVRShellGet(prefIsRotated) && PVRShellGet(prefFullScreen)) // If the screen is rotated

v_Matrix = PVRTMat4::RotationZ(-1.57f);



/


Pass this matrix to the shader.

The .m field of a PVRTMat4 contains the array of float used to

communicate with OpenGL ES.

/

glUniformMatrix4fv(m_ShaderProgram.auiLoc[eMMatrix], 1, GL_FALSE, m_Matrix.ptr());

glUniformMatrix4fv(m_ShaderProgram.auiLoc[eVMatrix], 1, GL_FALSE, v_Matrix.ptr());

glUniformMatrix4fv(m_ShaderProgram.auiLoc[ePMatrix], 1, GL_FALSE, p_Matrix.ptr());





//DrawSkybox();



// Bind the VBO

glBindBuffer(GL_ARRAY_BUFFER, m_ui32Vbo);



// Pass the vertex data

glEnableVertexAttribArray(VERTEX_ARRAY);

glVertexAttribPointer(VERTEX_ARRAY, 3, GL_FLOAT, GL_FALSE, m_ui32VertexStride, 0);



// Pass the texture coordinates data

glEnableVertexAttribArray(TEXCOORD_ARRAY);

glVertexAttribPointer(TEXCOORD_ARRAY, 2, GL_FLOAT, GL_FALSE, m_ui32VertexStride, (void
) (sizeof(GLfloat) * 3) /
Uvs start after the position /);



// Pass the second texture coordinates data

glEnableVertexAttribArray(TEXCOORD_ARRAY2);

glVertexAttribPointer(TEXCOORD_ARRAY2, 2, GL_FLOAT, GL_FALSE, m_ui32VertexStride, (void
) (sizeof(GLfloat) * 3) /* Uvs start after the position */);



// Draws a non-indexed triangle array

glDrawArrays(GL_TRIANGLES, 0, 6);

// Unbind the VBO

glBindBuffer(GL_ARRAY_BUFFER, 0);



return true;

}




and my vertex shader



//works with object

attribute highp vec4 inVertex;

attribute mediump vec3 inNormal;

attribute mediump vec2 inTexCoord;



//matrix for scene

uniform mediump mat4 model_matrix;

uniform mediump mat4 projection_matrix;

uniform mediump mat4 view_matrix;



//needed to pass tex coords to frag shader to operate on.

varying mediump vec2 TexCoord;



void main()

{

mat4 modelview = view_matrix * model_matrix;

mat4 MVPMatrix = projection_matrix * modelview;

gl_Position = MVPMatrix * inVertex;

TexCoord = inTexCoord;

}

:slight_smile: it s pretty hard to read html code :slight_smile:

but :

in the render , define the view properly :



1 / mView = PVRTMat4::LookAtRH(vFrom, vTo, vUp);

2/ mProjection (matrix in your case )

3/ Set up the View Projection Matrix and Set up shader uniforms

   PVRTMat4 mViewProjection;<br />
mViewProjection = mProjection * mView;
```<br />
because in the vertext shader :<br />
gl_Position = ViewProjMatrix * position;<br />
<br />
if you define a world position for your node then<br />

PVRTMat4 mModelViewProj;
mModelViewProj = mViewProjection * mWorld;
and setup your shader with it<br />
<br />
david