basic opengl black screen when adding IBO










1















When i only have a VBO and a VAO all works fine but when adding an IBO i'm getting a black screen. Here is the code:



initialisation:



GLuint vbo = 0;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);

GLuint ibo;
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

GLuint vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);

glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float), NULL);

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBindVertexArray(0);


inside loop:



glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(shader_programme);
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, 14, GL_UNSIGNED_INT, NULL);
glBindVertexArray(0);


vertices and indicies:



float points = 
-1.0, -1.0, 1.0,
1.0, -1.0, 1.0,
-1.0, 1.0, 1.0,
1.0, 1.0, 1.0,
-1.0, -1.0, -1.0,
1.0, -1.0, -1.0,
-1.0, 1.0, -1.0,
1.0, 1.0, -1.0,
;

float indices =
0, 1, 2, 3, 7, 1, 5, 4, 7, 6, 2, 4, 0, 1
;









share|improve this question


























    1















    When i only have a VBO and a VAO all works fine but when adding an IBO i'm getting a black screen. Here is the code:



    initialisation:



    GLuint vbo = 0;
    glGenBuffers(1, &vbo);
    glBindBuffer(GL_ARRAY_BUFFER, vbo);
    glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);

    GLuint ibo;
    glGenBuffers(1, &ibo);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

    GLuint vao = 0;
    glGenVertexArrays(1, &vao);
    glBindVertexArray(vao);
    glBindBuffer(GL_ARRAY_BUFFER, vbo);

    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float), NULL);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
    glBindVertexArray(0);


    inside loop:



    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glUseProgram(shader_programme);
    glBindVertexArray(vao);
    glDrawElements(GL_TRIANGLES, 14, GL_UNSIGNED_INT, NULL);
    glBindVertexArray(0);


    vertices and indicies:



    float points = 
    -1.0, -1.0, 1.0,
    1.0, -1.0, 1.0,
    -1.0, 1.0, 1.0,
    1.0, 1.0, 1.0,
    -1.0, -1.0, -1.0,
    1.0, -1.0, -1.0,
    -1.0, 1.0, -1.0,
    1.0, 1.0, -1.0,
    ;

    float indices =
    0, 1, 2, 3, 7, 1, 5, 4, 7, 6, 2, 4, 0, 1
    ;









    share|improve this question
























      1












      1








      1








      When i only have a VBO and a VAO all works fine but when adding an IBO i'm getting a black screen. Here is the code:



      initialisation:



      GLuint vbo = 0;
      glGenBuffers(1, &vbo);
      glBindBuffer(GL_ARRAY_BUFFER, vbo);
      glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);

      GLuint ibo;
      glGenBuffers(1, &ibo);
      glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
      glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

      GLuint vao = 0;
      glGenVertexArrays(1, &vao);
      glBindVertexArray(vao);
      glBindBuffer(GL_ARRAY_BUFFER, vbo);

      glEnableVertexAttribArray(0);
      glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float), NULL);

      glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
      glBindVertexArray(0);


      inside loop:



      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
      glUseProgram(shader_programme);
      glBindVertexArray(vao);
      glDrawElements(GL_TRIANGLES, 14, GL_UNSIGNED_INT, NULL);
      glBindVertexArray(0);


      vertices and indicies:



      float points = 
      -1.0, -1.0, 1.0,
      1.0, -1.0, 1.0,
      -1.0, 1.0, 1.0,
      1.0, 1.0, 1.0,
      -1.0, -1.0, -1.0,
      1.0, -1.0, -1.0,
      -1.0, 1.0, -1.0,
      1.0, 1.0, -1.0,
      ;

      float indices =
      0, 1, 2, 3, 7, 1, 5, 4, 7, 6, 2, 4, 0, 1
      ;









      share|improve this question














      When i only have a VBO and a VAO all works fine but when adding an IBO i'm getting a black screen. Here is the code:



      initialisation:



      GLuint vbo = 0;
      glGenBuffers(1, &vbo);
      glBindBuffer(GL_ARRAY_BUFFER, vbo);
      glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);

      GLuint ibo;
      glGenBuffers(1, &ibo);
      glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
      glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

      GLuint vao = 0;
      glGenVertexArrays(1, &vao);
      glBindVertexArray(vao);
      glBindBuffer(GL_ARRAY_BUFFER, vbo);

      glEnableVertexAttribArray(0);
      glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float), NULL);

      glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
      glBindVertexArray(0);


      inside loop:



      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
      glUseProgram(shader_programme);
      glBindVertexArray(vao);
      glDrawElements(GL_TRIANGLES, 14, GL_UNSIGNED_INT, NULL);
      glBindVertexArray(0);


      vertices and indicies:



      float points = 
      -1.0, -1.0, 1.0,
      1.0, -1.0, 1.0,
      -1.0, 1.0, 1.0,
      1.0, 1.0, 1.0,
      -1.0, -1.0, -1.0,
      1.0, -1.0, -1.0,
      -1.0, 1.0, -1.0,
      1.0, 1.0, -1.0,
      ;

      float indices =
      0, 1, 2, 3, 7, 1, 5, 4, 7, 6, 2, 4, 0, 1
      ;






      c opengl glfw opengl-4






      share|improve this question













      share|improve this question











      share|improve this question




      share|improve this question










      asked Nov 15 '18 at 16:20









      Shirakawa42Shirakawa42

      206




      206






















          1 Answer
          1






          active

          oldest

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          1














          The 5th parameter of glVertexAttribPointer is the byte offset between consecutive generic vertex attributes. If it is 0 then the vertex attributes are understood to be tightly packed.



          Your vertices consists of three components of type float, so the stride is 3*sizeof(float):



          glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), NULL);


          Since the vertices are tightly packed, you can also pass 0 to the paramter:



          glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL); 



          The type of the indices is GL_UNSIGNED_INT. The type of the index array has to be an integral data type which corresponds to GL_UNSIGNED_INT. In your case it has to be unsigned int.



          unsigned int indices = .... ; 


          Further, the primitive type GL_TRIANGLES consists of a list of indices where each 3 form a triangle. Indices 0, 1, 2 for ma triangle, indices 4, 5, 6 form the next triangle and so on. So the number of indices has to be dividable by 3.



          If you want to draw a cube, then the list of indices may look like this:



          unsigned int indices = 
          0,1,2, 0,2,3,
          1,5,6, 1,6,2,
          5,4,7, 5,7,6,
          4,0,3, 4,3,7,
          3,2,6, 3,6,7,
          1,0,4, 1,4,5
          ;




          glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, NULL);





          share|improve this answer

























          • thx for your answer but after doing that i'm also getting a black screen :/

            – Shirakawa42
            Nov 15 '18 at 17:04











          • i tryed with 3*sizeof(float) and 0 but black screen :/ here is my github if you want to see all the code github.com/Shirakawa42/scop

            – Shirakawa42
            Nov 15 '18 at 17:59












          • @Shirakawa42 unsigned int instead of float (for the indices)

            – Rabbid76
            Nov 15 '18 at 18:19











          Your Answer






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          1 Answer
          1






          active

          oldest

          votes








          1 Answer
          1






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes









          1














          The 5th parameter of glVertexAttribPointer is the byte offset between consecutive generic vertex attributes. If it is 0 then the vertex attributes are understood to be tightly packed.



          Your vertices consists of three components of type float, so the stride is 3*sizeof(float):



          glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), NULL);


          Since the vertices are tightly packed, you can also pass 0 to the paramter:



          glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL); 



          The type of the indices is GL_UNSIGNED_INT. The type of the index array has to be an integral data type which corresponds to GL_UNSIGNED_INT. In your case it has to be unsigned int.



          unsigned int indices = .... ; 


          Further, the primitive type GL_TRIANGLES consists of a list of indices where each 3 form a triangle. Indices 0, 1, 2 for ma triangle, indices 4, 5, 6 form the next triangle and so on. So the number of indices has to be dividable by 3.



          If you want to draw a cube, then the list of indices may look like this:



          unsigned int indices = 
          0,1,2, 0,2,3,
          1,5,6, 1,6,2,
          5,4,7, 5,7,6,
          4,0,3, 4,3,7,
          3,2,6, 3,6,7,
          1,0,4, 1,4,5
          ;




          glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, NULL);





          share|improve this answer

























          • thx for your answer but after doing that i'm also getting a black screen :/

            – Shirakawa42
            Nov 15 '18 at 17:04











          • i tryed with 3*sizeof(float) and 0 but black screen :/ here is my github if you want to see all the code github.com/Shirakawa42/scop

            – Shirakawa42
            Nov 15 '18 at 17:59












          • @Shirakawa42 unsigned int instead of float (for the indices)

            – Rabbid76
            Nov 15 '18 at 18:19
















          1














          The 5th parameter of glVertexAttribPointer is the byte offset between consecutive generic vertex attributes. If it is 0 then the vertex attributes are understood to be tightly packed.



          Your vertices consists of three components of type float, so the stride is 3*sizeof(float):



          glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), NULL);


          Since the vertices are tightly packed, you can also pass 0 to the paramter:



          glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL); 



          The type of the indices is GL_UNSIGNED_INT. The type of the index array has to be an integral data type which corresponds to GL_UNSIGNED_INT. In your case it has to be unsigned int.



          unsigned int indices = .... ; 


          Further, the primitive type GL_TRIANGLES consists of a list of indices where each 3 form a triangle. Indices 0, 1, 2 for ma triangle, indices 4, 5, 6 form the next triangle and so on. So the number of indices has to be dividable by 3.



          If you want to draw a cube, then the list of indices may look like this:



          unsigned int indices = 
          0,1,2, 0,2,3,
          1,5,6, 1,6,2,
          5,4,7, 5,7,6,
          4,0,3, 4,3,7,
          3,2,6, 3,6,7,
          1,0,4, 1,4,5
          ;




          glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, NULL);





          share|improve this answer

























          • thx for your answer but after doing that i'm also getting a black screen :/

            – Shirakawa42
            Nov 15 '18 at 17:04











          • i tryed with 3*sizeof(float) and 0 but black screen :/ here is my github if you want to see all the code github.com/Shirakawa42/scop

            – Shirakawa42
            Nov 15 '18 at 17:59












          • @Shirakawa42 unsigned int instead of float (for the indices)

            – Rabbid76
            Nov 15 '18 at 18:19














          1












          1








          1







          The 5th parameter of glVertexAttribPointer is the byte offset between consecutive generic vertex attributes. If it is 0 then the vertex attributes are understood to be tightly packed.



          Your vertices consists of three components of type float, so the stride is 3*sizeof(float):



          glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), NULL);


          Since the vertices are tightly packed, you can also pass 0 to the paramter:



          glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL); 



          The type of the indices is GL_UNSIGNED_INT. The type of the index array has to be an integral data type which corresponds to GL_UNSIGNED_INT. In your case it has to be unsigned int.



          unsigned int indices = .... ; 


          Further, the primitive type GL_TRIANGLES consists of a list of indices where each 3 form a triangle. Indices 0, 1, 2 for ma triangle, indices 4, 5, 6 form the next triangle and so on. So the number of indices has to be dividable by 3.



          If you want to draw a cube, then the list of indices may look like this:



          unsigned int indices = 
          0,1,2, 0,2,3,
          1,5,6, 1,6,2,
          5,4,7, 5,7,6,
          4,0,3, 4,3,7,
          3,2,6, 3,6,7,
          1,0,4, 1,4,5
          ;




          glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, NULL);





          share|improve this answer















          The 5th parameter of glVertexAttribPointer is the byte offset between consecutive generic vertex attributes. If it is 0 then the vertex attributes are understood to be tightly packed.



          Your vertices consists of three components of type float, so the stride is 3*sizeof(float):



          glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), NULL);


          Since the vertices are tightly packed, you can also pass 0 to the paramter:



          glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL); 



          The type of the indices is GL_UNSIGNED_INT. The type of the index array has to be an integral data type which corresponds to GL_UNSIGNED_INT. In your case it has to be unsigned int.



          unsigned int indices = .... ; 


          Further, the primitive type GL_TRIANGLES consists of a list of indices where each 3 form a triangle. Indices 0, 1, 2 for ma triangle, indices 4, 5, 6 form the next triangle and so on. So the number of indices has to be dividable by 3.



          If you want to draw a cube, then the list of indices may look like this:



          unsigned int indices = 
          0,1,2, 0,2,3,
          1,5,6, 1,6,2,
          5,4,7, 5,7,6,
          4,0,3, 4,3,7,
          3,2,6, 3,6,7,
          1,0,4, 1,4,5
          ;




          glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, NULL);






          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited Nov 15 '18 at 18:19

























          answered Nov 15 '18 at 16:38









          Rabbid76Rabbid76

          41.5k123353




          41.5k123353












          • thx for your answer but after doing that i'm also getting a black screen :/

            – Shirakawa42
            Nov 15 '18 at 17:04











          • i tryed with 3*sizeof(float) and 0 but black screen :/ here is my github if you want to see all the code github.com/Shirakawa42/scop

            – Shirakawa42
            Nov 15 '18 at 17:59












          • @Shirakawa42 unsigned int instead of float (for the indices)

            – Rabbid76
            Nov 15 '18 at 18:19


















          • thx for your answer but after doing that i'm also getting a black screen :/

            – Shirakawa42
            Nov 15 '18 at 17:04











          • i tryed with 3*sizeof(float) and 0 but black screen :/ here is my github if you want to see all the code github.com/Shirakawa42/scop

            – Shirakawa42
            Nov 15 '18 at 17:59












          • @Shirakawa42 unsigned int instead of float (for the indices)

            – Rabbid76
            Nov 15 '18 at 18:19

















          thx for your answer but after doing that i'm also getting a black screen :/

          – Shirakawa42
          Nov 15 '18 at 17:04





          thx for your answer but after doing that i'm also getting a black screen :/

          – Shirakawa42
          Nov 15 '18 at 17:04













          i tryed with 3*sizeof(float) and 0 but black screen :/ here is my github if you want to see all the code github.com/Shirakawa42/scop

          – Shirakawa42
          Nov 15 '18 at 17:59






          i tryed with 3*sizeof(float) and 0 but black screen :/ here is my github if you want to see all the code github.com/Shirakawa42/scop

          – Shirakawa42
          Nov 15 '18 at 17:59














          @Shirakawa42 unsigned int instead of float (for the indices)

          – Rabbid76
          Nov 15 '18 at 18:19






          @Shirakawa42 unsigned int instead of float (for the indices)

          – Rabbid76
          Nov 15 '18 at 18:19




















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