Rendering 3D Box

Hi,



I have successfully rendered a triangle on the PandaBoard. But when I try rendering a 3D box (Indexed buffer object comes into picture), I can compile it but during running , a window shows but the box is not rendered. It suddenly turns black and prints the following line on the terminal continuously :



PVR:(Error): Index offset 608592 is larger than index buffer size 192 [1340, /drawvarray.c]



Can anyone tell me where did I go wrong ?

Hello



how did you do your box ?

was it base on a list of triangle indexed or not ?

example :

GLushort indices[] =<br />
{<br />
4, 5, 6,  4, 6, 7,<br />
1, 0, 3,  1, 3, 2,<br />
0, 4, 7,  0, 7, 3,<br />
5, 1, 2,  5, 2, 6,<br />
0, 4, 5,  0, 5, 1,<br />
3, 7, 6,  3, 6, 2<br />
};<br />
<br />
glGenBuffers(1, &m_BoxIBO);<br />
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_BoxIBO);<br />
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);<br />
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
```<br />
<br />
david<br />

The great great PVRShaman can help for fast testing , it allow as well to create Open Built in Object menu and add a custom effect and a simple shader , it work very well and it s fast.

I did exactly the same. The list of triangles was indexed and consisted of 36 indices. The only difference is that I used GLuint indices[]. Please also tell the parameters of glDrawElements(). Mine is :



glDrawElements(GL_TRIANGLES, numfaces * 3, GL_UNSIGNED_INT, indices);

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_BoxIBO);<br />
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, NULL);

Why should the last parameter be NULL ?

Well, making the last parameter NULL removed the error but the box doesn’t get rendered. There is only the background.

it s an indexed triangle list !!!

elsewhere i will use glDrawArrays

the SDK have a lot of good material on all the spec , i like to look at it , there is so much to learn !!!

void glDrawElements( GLenum mode,

GLsizei count,

GLenum type,

const GLvoid * indices);



indices - Specifies a pointer to the location where the indices are stored.



Why should we pass NULL to the pointer to the location i.e. indices.

It s not mandatory , it depend of your choice of data structure index /not index list , strip not strip etcetc

as we are in an index list you can select from witch indices you want to start

How do we define an indexed list data structure. I just parsed the coordIndex node of the VRML file i.e. :



coordIndex

[

0, 1, 2, -1,

2, 3, 0, -1,

3, 2, 4, -1,

4, 5, 3, -1,

5, 4, 7, -1,

7, 6, 5, -1,

6, 7, 1, -1,

1, 0, 6, -1,

6, 0, 3, -1,

3, 5, 6, -1,

1, 7, 2, -1,

7, 4, 2, -1,

]



removed the -1s and copied the array into a GLuint indices[36].



Any idea why the box is invisible on changing the parameter to NULL ?

i didnt check your values i assume there are right :slight_smile: i am too lazy today…

GLushort coordIndex[] =

{

0, 1, 2, 2, 3, 0,

3, 2, 4, 4, 5, 3,

5, 4, 7, 7, 6, 5,

6, 7, 1, 1, 0, 6,

6, 0, 3, 3, 5, 6,

1, 7, 2, 7, 4, 2

};



glGenBuffers(1, &BoxIBO);

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, BoxIBO);

glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(coordIndex), coordIndex, GL_STATIC_DRAW);



glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);



Rendering is :

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, BoxIBO);

glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, NULL);




regards

david guimard

Hey, got the box rendered. :slight_smile:

I don’t know for some reason sizeof(indices) was returning 4, so I tried with (numfaces*(3*sizeof(GL_UNSIGNED_SHORT)) and parameter as NULL and it worked !



Thanks for your replies.

GOOD STUFF what s your next move then ?

Now I’ll proceed to provide navigation features in the scene.

ok good luck

Hey, I think I got it wrong. When I rotated the camera to look the box from a different angle, I saw that it’s actually rendered two dimensionally. Do you know what the problem may be ?