OpenGL ES 2.0 Texture mapped, but shows as black - objective-c

I am trying to get my texture to show up in a basic OpenGL view (subclass of UIView), but no matter which texture I use, it shows up black. The code for my view is as follows:
#implementation SymGLView
typedef struct {
float Position[3];
float Color[4];
float TexCoord[2];
} Vertex;
const Vertex Vertices[] = {
{{1, -1, 0}, {1, 0, 0, 1}, {0, 0}},
{{1, 1, 0}, {0, 1, 0, 1}, {0, 1}},
{{-1, 1, 0}, {0, 0, 1, 1}, {1, 1}},
{{-1, -1, 0}, {0, 0, 0, 1}, {1, 0}}
};
const GLubyte Indices[] = {
0, 1, 2,
2, 3, 0
};
+ (Class)layerClass {
return [CAEAGLLayer class];
}
- (void)setupLayer {
_eaglLayer = (CAEAGLLayer*) self.layer;
_eaglLayer.opaque = YES;
}
- (void)setupContext {
EAGLRenderingAPI api = kEAGLRenderingAPIOpenGLES2;
_context = [[EAGLContext alloc] initWithAPI:api];
if (!_context) {
NSLog(#"Failed to initialize OpenGLES 2.0 context");
exit(1);
}
if (![EAGLContext setCurrentContext:_context]) {
NSLog(#"Failed to set current OpenGL context");
exit(1);
}
}
- (void)setupRenderBuffer {
glGenRenderbuffers(1, &_colorRenderBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, _colorRenderBuffer);
[_context renderbufferStorage:GL_RENDERBUFFER fromDrawable:_eaglLayer];
}
- (void)setupDepthBuffer {
glGenRenderbuffers(1, &_depthRenderBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, _depthRenderBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, self.frame.size.width, self.frame.size.height);
}
- (void)setupFrameBuffer {
GLuint framebuffer;
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _colorRenderBuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthRenderBuffer);
}
- (GLuint)compileShader:(NSString*)shaderName withType:(GLenum)shaderType {
NSString* shaderPath = [[NSBundle mainBundle] pathForResource:shaderName ofType:#"glsl"];
NSError* error;
NSString* shaderString = [NSString stringWithContentsOfFile:shaderPath encoding:NSUTF8StringEncoding error:&error];
if (!shaderString) {
NSLog(#"Error loading shader: %#", error.localizedDescription);
exit(1);
}
GLuint shaderHandle = glCreateShader(shaderType);
const char * shaderStringUTF8 = [shaderString UTF8String];
int shaderStringLength = [shaderString length];
glShaderSource(shaderHandle, 1, &shaderStringUTF8, &shaderStringLength);
glCompileShader(shaderHandle);
GLint compileSuccess;
glGetShaderiv(shaderHandle, GL_COMPILE_STATUS, &compileSuccess);
if (compileSuccess == GL_FALSE) {
GLchar messages[256];
glGetShaderInfoLog(shaderHandle, sizeof(messages), 0, &messages[0]);
NSString *messageString = [NSString stringWithUTF8String:messages];
NSLog(#"%#", messageString);
exit(1);
}
return shaderHandle;
}
- (void)compileShaders {
GLuint vertexShader = [self compileShader:#"SimpleVertex" withType:GL_VERTEX_SHADER];
GLuint fragmentShader = [self compileShader:#"SimpleFragment" withType:GL_FRAGMENT_SHADER];
GLuint programHandle = glCreateProgram();
glAttachShader(programHandle, vertexShader);
glAttachShader(programHandle, fragmentShader);
glLinkProgram(programHandle);
GLint linkSuccess;
glGetProgramiv(programHandle, GL_LINK_STATUS, &linkSuccess);
if (linkSuccess == GL_FALSE) {
GLchar messages[256];
glGetProgramInfoLog(programHandle, sizeof(messages), 0, &messages[0]);
NSString *messageString = [NSString stringWithUTF8String:messages];
NSLog(#"%#", messageString);
exit(1);
}
glUseProgram(programHandle);
_positionSlot = glGetAttribLocation(programHandle, "Position");
_colorSlot = glGetAttribLocation(programHandle, "SourceColor");
glEnableVertexAttribArray(_positionSlot);
glEnableVertexAttribArray(_colorSlot);
_modelViewUniform = glGetUniformLocation(programHandle, "Modelview");
_texCoordSlot = glGetAttribLocation(programHandle, "TexCoordIn");
glEnableVertexAttribArray(_texCoordSlot);
_textureUniform = glGetUniformLocation(programHandle, "Texture");
}
- (void)setupVBOs {
GLuint vertexBuffer;
glGenBuffers(1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW);
GLuint indexBuffer;
glGenBuffers(1, &indexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(Indices), Indices, GL_STATIC_DRAW);
}
- (void)render {
glClearColor(0, 104.0/255.0, 55.0/255.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, self.frame.size.width, self.frame.size.height);
glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE,
sizeof(Vertex), 0);
glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE,
sizeof(Vertex), (GLvoid*) (sizeof(float) * 3));
glVertexAttribPointer(_texCoordSlot, 2, GL_FLOAT, GL_FALSE,
sizeof(Vertex), (GLvoid*) (sizeof(float) * 7));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _floorTexture);
glUniform1i(_textureUniform, 0);
glDrawElements(GL_TRIANGLES, sizeof(Indices)/sizeof(Indices[0]),
GL_UNSIGNED_BYTE, 0);
[_context presentRenderbuffer:GL_RENDERBUFFER];
}
- (GLuint)setupTexture:(NSString *)fileName {
CGImageRef spriteImage = [UIImage imageNamed:fileName].CGImage;
if (!spriteImage) {
NSLog(#"Failed to load image %#", fileName);
exit(1);
}
size_t width = CGImageGetWidth(spriteImage);
size_t height = CGImageGetHeight(spriteImage);
GLubyte * spriteData = (GLubyte *) calloc(width*height*4, sizeof(GLubyte));
CGContextRef spriteContext = CGBitmapContextCreate(spriteData, width, height, 8, width*4,
CGImageGetColorSpace(spriteImage), kCGImageAlphaPremultipliedLast);
CGContextDrawImage(spriteContext, CGRectMake(0, 0, width, height), spriteImage);
CGContextRelease(spriteContext);
GLuint texName;
glGenTextures(1, &texName);
glBindTexture(GL_TEXTURE_2D, texName);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, spriteData);
free(spriteData);
return texName;
}
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
[self setupLayer];
[self setupContext];
[self setupDepthBuffer];
[self setupRenderBuffer];
[self setupFrameBuffer];
[self compileShaders];
[self setupVBOs];
[self render];
}
_floorTexture = [self setupTexture:#"tile_floor.png"];
return self;
}
#end
Vertex shader:
attribute vec4 Position;
attribute vec2 TexCoordIn;
varying vec2 TexCoordOut;
void main(void) {
gl_Position = Position;
TexCoordOut = TexCoordIn;
}
Fragment shader:
varying lowp vec2 TexCoordOut;
uniform sampler2D Texture;
void main(void) {
gl_FragColor = texture2D(Texture, TexCoordOut);
}
I can create a gradient by changing the values for gl_FragColor, but I have tried several different textures and am at a loss.

This could be depending on the fact that your textures are not power of 2 (i.e. 512X512)
Some OpenGL drivers react in weird ways to this, some others just perform a rescaling of the textures to the nearest power of 2 size.
From OpenGL gold book you can find the below:
You can find a quite good explanation in the OpenGL Gold Book, the OpenGL ES 2.0:
In OpenGL ES 2.0, textures can have non-power-of-two (npot)
dimensions. In other words, the width and height do not need to be a
power of two. However, OpenGL ES 2.0 does have a restriction on the
wrap modes that can be used if the texture dimensions are not power of
two. That is, for npot textures, the wrap mode can only be
GL_CLAMP_TO_EDGE and the minifica- tion filter can only be GL_NEAREST
or GL_LINEAR (in other words, not mip- mapped). The extension
GL_OES_texture_npot relaxes these restrictions and allows wrap modes
of GL_REPEAT and GL_MIRRORED_REPEAT and also allows npot textures to
be mipmapped with the full set of minification filters.
I hope this helps.
Cheers

Related

OpenGL ES triangle not showing

First of all I'm french so sorry for my english.
I'm new to OpenGL ES and I'm trying to draw a simple triangle with these Vertices :
typedef struct {
float Position[3];
float Color[4];
} Vertex;
const Vertex Vertices[] = {
{{0.0, 1.0, -2.0}, {1, 0, 0, 1}},
{{1.0, 0.0, -2.0}, {1, 0, 0, 1}},
{{-1.0, 0.0, -2.0}, {1, 0, 0, 1}},
};
and these indices ;
const GLubyte Indices[] = {
0,1,2
};
But the triangle is not showing up... If I change the indices to 0,2,3, It displays a triangle with vertex 0,2 and a black vertex : {{0,0,0},{0,0,0,1}} , but there is no 4th vertex... I don't understand at all could someone explain me?
Here's my Xcode view code :
//
// EAGLView.m
// OpenGlintro
//
// Created by Arnaud Miguet on 01/12/12.
// Copyright (c) 2012 Tap‘n'Develop. All rights reserved.
//
#import "EAGLView.h"
#implementation EAGLView
+ (Class) layerClass {
return [CAEAGLLayer class];
}
- (void)setupVBOs {
GLuint vertexBuffer;
glGenBuffers(1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW);
GLuint indexBuffer;
glGenBuffers(1, &indexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(Indices), Indices, GL_STATIC_DRAW);
}
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
CAEAGLLayer *EAGLLayer = (CAEAGLLayer *) super.layer;
EAGLLayer.opaque = YES;
context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
if (!context || ![EAGLContext setCurrentContext:context]) {
[self release];
return nil;
}
GLuint framebuffer , renderbuffer;
glGenBuffers(1, &framebuffer);
glGenBuffers(1, &renderbuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER fromDrawable:EAGLLayer];
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer);
glViewport(10, 0, CGRectGetWidth(frame), CGRectGetHeight(frame));
[self compileShaders];
[self setupVBOs];
[self render];
}
return self;
}
- (void)render {
glClearColor(0, 104.0/255.0, 55.0/255.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
// 1
glViewport(0, 0, self.frame.size.width, self.frame.size.height);
// 2
glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE,
sizeof(Vertex), 0);
glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE,
sizeof(Vertex), (GLvoid*) (sizeof(float) * 3));
// 3
glDrawElements(GL_TRIANGLES, sizeof(Indices),
GL_UNSIGNED_BYTE, 0);
[context presentRenderbuffer:GL_RENDERBUFFER];
}
- (GLuint)compileShader:(NSString*)shaderName withType:(GLenum)shaderType {
// 1
NSString* shaderPath = [[NSBundle mainBundle] pathForResource:shaderName
ofType:#"glsl"];
NSError* error;
NSString* shaderString = [NSString stringWithContentsOfFile:shaderPath
encoding:NSUTF8StringEncoding error:&error];
if (!shaderString) {
NSLog(#"Error loading shader: %#", error.localizedDescription);
exit(1);
}
// 2
GLuint shaderHandle = glCreateShader(shaderType);
// 3
const char * shaderStringUTF8 = [shaderString UTF8String];
int shaderStringLength = [shaderString length];
glShaderSource(shaderHandle, 1, &shaderStringUTF8, &shaderStringLength);
// 4
glCompileShader(shaderHandle);
// 5
GLint compileSuccess;
glGetShaderiv(shaderHandle, GL_COMPILE_STATUS, &compileSuccess);
if (compileSuccess == GL_FALSE) {
GLchar messages[256];
glGetShaderInfoLog(shaderHandle, sizeof(messages), 0, &messages[0]);
NSString *messageString = [NSString stringWithUTF8String:messages];
NSLog(#"%#", messageString);
exit(1);
}
return shaderHandle;
}
- (void)compileShaders {
// 1
GLuint vertexShader = [self compileShader:#"SimpleVertex"
withType:GL_VERTEX_SHADER];
GLuint fragmentShader = [self compileShader:#"SimpleFragment"
withType:GL_FRAGMENT_SHADER];
// 2
GLuint programHandle = glCreateProgram();
glAttachShader(programHandle, vertexShader);
glAttachShader(programHandle, fragmentShader);
glLinkProgram(programHandle);
// 3
GLint linkSuccess;
glGetProgramiv(programHandle, GL_LINK_STATUS, &linkSuccess);
if (linkSuccess == GL_FALSE) {
GLchar messages[256];
glGetProgramInfoLog(programHandle, sizeof(messages), 0, &messages[0]);
NSString *messageString = [NSString stringWithUTF8String:messages];
NSLog(#"%#", messageString);
exit(1);
}
// 4
glUseProgram(programHandle);
// 5
_positionSlot = glGetAttribLocation(programHandle, "Position");
_colorSlot = glGetAttribLocation(programHandle, "SourceColor");
glEnableVertexAttribArray(_positionSlot);
glEnableVertexAttribArray(_colorSlot);
}
typedef struct {
float Position[3];
float Color[4];
} Vertex;
const Vertex Vertices[] = {
{{0.0, 1.0, -2.0}, {1, 0, 0, 1}},
{{1.0, 0.0, -2.0}, {1, 0, 0, 1}},
{{-1.0, 0.0, -2.0}, {1, 0, 0, 1}},
};
const GLubyte Indices[] = {
0,2,3
};
#end
Add a vertex array before you bind the buffers.
GLuint vao;
glGenVertexArray(1, &vao);
glBindVertexArray(vao);

Drawing a triangle with OpenGL ES

First of all, sorry for my english,
My problem is :
I'm following a tutorial to learn OpenGL ES and I must draw a triangle in the middle of the screen. In the image they show, the triangle isn't touching the edges of the screen (I think it's because of the z coordinates of the vertices)
The vertices they tell us to make is with those coordinates :
(0.0, 1.0, -3.0)
(1.0, 0.0, -3.0)
(-1.0, 0.0, -3.0)
The tutorial is not uptodate so I did it with a personal code :
//
// EAGLView.m
// OpenGlintro
//
// Created by Arnaud Miguet on 01/12/12.
// Copyright (c) 2012 Tap‘n'Develop. All rights reserved.
//
#import "EAGLView.h"
#implementation EAGLView
+ (Class) layerClass {
return [CAEAGLLayer class];
}
- (void)setupVBOs {
GLuint vertexBuffer;
glGenBuffers(1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW);
GLuint indexBuffer;
glGenBuffers(1, &indexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(Indices), Indices, GL_STATIC_DRAW);
}
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
CAEAGLLayer *EAGLLayer = (CAEAGLLayer *) super.layer;
EAGLLayer.opaque = YES;
context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
if (!context || ![EAGLContext setCurrentContext:context]) {
[self release];
return nil;
}
glEnable (GL_DEPTH_TEST);
GLuint framebuffer , renderbuffer;
glGenBuffers(1, &framebuffer);
glGenBuffers(1, &renderbuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER fromDrawable:EAGLLayer];
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer);
glViewport(10, 0, CGRectGetWidth(frame), CGRectGetHeight(frame));
[self compileShaders];
[self setupVBOs];
[self render];
}
return self;
}
- (void)render {
glClearColor(0.7, 0.7, 0.7, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// 1
glViewport(0, 0, self.frame.size.width, self.frame.size.height);
// 2
glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE,
sizeof(Vertex), 0);
glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE,
sizeof(Vertex), (GLvoid*) (sizeof(float) * 3));
// 3
glDrawElements(GL_TRIANGLES, sizeof(Indices)/sizeof(Indices[0]),GL_UNSIGNED_BYTE, 0);
[context presentRenderbuffer:GL_RENDERBUFFER];
}
- (GLuint)compileShader:(NSString*)shaderName withType:(GLenum)shaderType {
// 1
NSString* shaderPath = [[NSBundle mainBundle] pathForResource:shaderName
ofType:#"glsl"];
NSError* error;
NSString* shaderString = [NSString stringWithContentsOfFile:shaderPath
encoding:NSUTF8StringEncoding error:&error];
if (!shaderString) {
NSLog(#"Error loading shader: %#", error.localizedDescription);
exit(1);
}
// 2
GLuint shaderHandle = glCreateShader(shaderType);
// 3
const char * shaderStringUTF8 = [shaderString UTF8String];
int shaderStringLength = [shaderString length];
glShaderSource(shaderHandle, 1, &shaderStringUTF8, &shaderStringLength);
// 4
glCompileShader(shaderHandle);
// 5
GLint compileSuccess;
glGetShaderiv(shaderHandle, GL_COMPILE_STATUS, &compileSuccess);
if (compileSuccess == GL_FALSE) {
GLchar messages[256];
glGetShaderInfoLog(shaderHandle, sizeof(messages), 0, &messages[0]);
NSString *messageString = [NSString stringWithUTF8String:messages];
NSLog(#"%#", messageString);
exit(1);
}
return shaderHandle;
}
- (void)compileShaders {
// 1
GLuint vertexShader = [self compileShader:#"SimpleVertex"
withType:GL_VERTEX_SHADER];
GLuint fragmentShader = [self compileShader:#"SimpleFragment"
withType:GL_FRAGMENT_SHADER];
// 2
GLuint programHandle = glCreateProgram();
glAttachShader(programHandle, vertexShader);
glAttachShader(programHandle, fragmentShader);
glLinkProgram(programHandle);
// 3
GLint linkSuccess;
glGetProgramiv(programHandle, GL_LINK_STATUS, &linkSuccess);
if (linkSuccess == GL_FALSE) {
GLchar messages[256];
glGetProgramInfoLog(programHandle, sizeof(messages), 0, &messages[0]);
NSString *messageString = [NSString stringWithUTF8String:messages];
NSLog(#"%#", messageString);
exit(1);
}
// 4
glUseProgram(programHandle);
// 5
_positionSlot = glGetAttribLocation(programHandle, "Position");
_colorSlot = glGetAttribLocation(programHandle, "SourceColor");
glEnableVertexAttribArray(_positionSlot);
glEnableVertexAttribArray(_colorSlot);
}
typedef struct {
float Position[3];
float Color[4];
} Vertex;
const Vertex Vertices[] = {
{{0.0, 1.0, -2}, {1, 0, 0, 1}},
{{1.0, 0.0, -2}, {1, 0, 0, 1}},
{{-1.0, 0.0, 0}, {1, 0, 0, 1}}
};
const GLubyte Indices[] = {
0,1,2
};
/*
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
- (void)drawRect:(CGRect)rect
{
// Drawing code
}
*/
#end
But the vertexes don't appear because of the background drawn at z=-1 coordinates... Can someone help me? I can't find any solution for this...
At first glance, it seems your render function is only being called once, in viewDidLoad. This should instead be implemented in a method with continuous updates, such as drawRect.
OpenGL ES has a very steep learning curve and in iOS you can help yourself a lot by implementing the GLKit framework. It saves you all those calls to different types of buffers and handles most of the boilerplate code for draw/update functions for you.
This tutorial is a very good place to start:
http://www.raywenderlich.com/5223/beginning-opengl-es-2-0-with-glkit-part-1

OpenGL 2.0 Adding Textures

So, I'm very new to OpenGL with iOS development and I'm currently trying to generate a texture on a triangle (something very basic). Would anyone be able to explain to me why my code below only generates one color from the textured picture I have and not the texture? Do I have to generate another buffer for the texture? Any advice would be great!
#synthesize baseEffect;
typedef struct {
GLKVector3 positionCoords;
GLKVector2 textureCoords;
}
SceneVertex;
static const SceneVertex vertices[]={
{{-0.5f, -0.5f, 0.0f}, {0.0f, 0.0f}}, // lower left corner
{{ 0.5f, -0.5f, 0.0f}, {1.0f, 0.0f}}, // lower right corner
{{-0.5f, 0.5f, 0.0f}, {0.0f, 1.0f}} // upper left corner
};
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
GLKView *view = (GLKView *)self.view;
NSAssert([view isKindOfClass:[GLKView class]], #"View controller's view is not a GLKView");
[view setContext:[[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2]];
[EAGLContext setCurrentContext:[view context]];
[self setBaseEffect:[[GLKBaseEffect alloc] init]];
[[self baseEffect] setUseConstantColor:GL_TRUE];
[[self baseEffect] setConstantColor:GLKVector4Make(1.0f, 1.0f, 1.0f, 1.0f)];
glClearColor(0.0f, 0.0f, 0.0, 1.0f);
glGenBuffers(1, &vertexBufferID); //pass vertex address to generate a buffer ID to it
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferID);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
//glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), offsetof(SceneVertex, positionCoords), GL_STATIC_DRAW);
//NSLog(#"%lul, %p",sizeof(vertices), vertices );
#pragma mark - Implementing Generating Texture Code Image here -
//CGImageRef imageRef = [[UIImage imageNamed:#"leaves.gif"] CGImage];
NSDictionary * options = [NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithBool:YES],GLKTextureLoaderOriginBottomLeft, nil];
NSString *path = [[NSBundle mainBundle] pathForResource:#"leaves" ofType:#"gif"];
//GLKTextureInfo *textureInfo = [GLKTextureLoader textureWithCGImage:imageRef options:nil error:NULL];
NSError * error;
GLKTextureInfo * textureInfo = [GLKTextureLoader textureWithContentsOfFile:path options:options error:&error];
if (textureInfo == nil) {
NSLog(#"Error loading file: %#", [error localizedDescription]);
}
self.baseEffect.texture2d0.name = textureInfo.name;
self.baseEffect.texture2d0.target = textureInfo.target;
}
-(void)glkView:(GLKView *)view drawInRect:(CGRect)rect{
[[self baseEffect] prepareToDraw];
glClear(GL_COLOR_BUFFER_BIT);
glEnableVertexAttribArray(GLKVertexAttribPosition);
//glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(SceneVertex), NULL);
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(SceneVertex), (const GLvoid *) offsetof(SceneVertex, positionCoords));
#pragma mark - Implementing Drawing Texture Code Image here -
glEnable(GLKVertexAttribTexCoord0);
//glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, offsetof(SceneVertex, textureCoords), NULL);
glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(SceneVertex), (const GLvoid *) offsetof(SceneVertex, textureCoords));
NSLog(#"%lu, %lu, %lu",offsetof(SceneVertex, positionCoords), offsetof(SceneVertex, textureCoords), sizeof(SceneVertex));
glDrawArrays(GL_TRIANGLES, 0, 3);
NSLog(#"%lul", sizeof(vertices)/sizeof(SceneVertex));
//glDrawElements(GL_TRIANGLES, sizeof(vertices)/sizeof(SceneVertex), GL_UNSIGNED_BYTE, 0);
}
Wow, I feel dumb. I accidentally put in the wrong method for enabling Textures. I should have put: glEnableVertexAttribArray(GLKVertexAttribTexCoord0); instead of glEnable(GLKVertexAttribTexCoord0);. Auto complete always gets me lol.

glDrawArrays(GL_POINTS, 0, vertexCount); draws only one point

I use a NSOpenGLView.
- (void)initGL
{
// Setup OpenGL states
[[self openGLContext] makeCurrentContext];
// Setup OpenGL states
glMatrixMode(GL_PROJECTION);
CGRect frame = self.bounds;
// Setup the view port in Pixels
glOrtho(0, frame.size.width, 0, frame.size.height, -1, 1);
glViewport(0, 0, frame.size.width, frame.size.height);
glMatrixMode(GL_MODELVIEW);
glDisable(GL_DITHER);
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnable(GL_BLEND);
//glEnable(GL_LINE_SMOOTH);
glEnable(GL_POINT_SMOOTH);
glEnable(GL_POINT_SPRITE);
glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);
self.pointSize = pointSizeForDrawing;
}
Framebuffer creation and binding.
- (BOOL)createFramebuffer
{
//Generating two buffers
glGenRenderbuffers( NumRenderbuffers, renderbuffer );
glBindRenderbuffer( GL_RENDERBUFFER, renderbuffer[Color]);
glRenderbufferStorage( GL_RENDERBUFFER, GL_RGBA, self.bounds.size.width, self.bounds.size.height);
glBindRenderbuffer( GL_RENDERBUFFER, renderbuffer[Depth] );
glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, self.bounds.size.width, self.bounds.size.height);
//Generating framebuffer
glGenFramebuffers( 1, &framebuffer );
glBindFramebuffer( GL_DRAW_FRAMEBUFFER, framebuffer );
glFramebufferRenderbuffer( GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer[Color] );
glFramebufferRenderbuffer( GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer[Depth] );
glEnable( GL_DEPTH_TEST );
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
DLog(#"failed to make complete framebuffer object %x", glCheckFramebufferStatus(GL_FRAMEBUFFER));
return NO;
}
return YES;
}
Line rendering
- (void)renderLineFromPoint:(CGPoint)start ToPoint:(CGPoint)end
{
GLsizei vertexCount = 0;
DLog(#"start: %# end %#", NSStringFromCGPoint(start), NSStringFromCGPoint(end));
// Add points to the buffer so there are drawing points every X pixels
int count = MAX(ceilf(sqrtf((end.x - start.x) * (end.x - start.x) + (end.y - start.y) * (end.y - start.y)) / brushPixelStep), 1);
for(int i = 0; i < count; ++i)
{
if(vertexCount == vertexMax)
{
vertexMax = 2 * vertexMax;
vertexBuffer = realloc(vertexBuffer, vertexMax * 2 * sizeof(GLfloat));
}
vertexBuffer[2 * vertexCount + 0] = start.x + (end.x - start.x) * ((GLfloat)i / (GLfloat)count);
vertexBuffer[2 * vertexCount + 1] = start.y + (end.y - start.y) * ((GLfloat)i / (GLfloat)count);
vertexCount += 1;
}
// Render the vertex array
glBindFramebuffer( GL_DRAW_FRAMEBUFFER, framebuffer);
glClear(GL_DEPTH_BUFFER_BIT);
glVertexPointer(2, GL_FLOAT, 0, vertexBuffer);
glDrawArrays(GL_POINTS, 0, vertexCount);
}
And finally display buffer
- (void)displayBuffer
{
DLog(#"Display");
glBindFramebuffer( GL_READ_FRAMEBUFFER, framebuffer );
glBindFramebuffer( GL_DRAW_FRAMEBUFFER, 0 );
glViewport(0, 0, self.bounds.size.width, self.bounds.size.height);
glBlitFramebuffer( 0, 0, self.bounds.size.width, self.bounds.size.height, 0, 0, self.bounds.size.width, self.bounds.size.height, GL_COLOR_BUFFER_BIT, GL_NEAREST );
glSwapAPPLE();
}
It does not matter if I change line glDrawArrays(GL_POINTS, 0, vertexCount); to glDrawArrays(GL_POINTS, 0, 1);. The effect is still the same despite value of vertexCount different than 1. Any ideas?
First possible problem:
glVertexPointer(2, GL_FLOAT, 0, vertexBuffer);
As I understand vertexBuffer is an array of structures. So the error could be that the third parameter is 0 but it should be the size of this structure. For example:
CVertex3 v[3];
...
glVertexPointer(3,GL_FLOAT,sizeof(CVertex3),v);
Updated
Second possible problem:
try to remove glEnable(GL_DEPTH_TEST); it wouldn't work properly but I think I have seen the similar situation in Internet

Need assistance with simple OpenGL ES 2.0 code

I am a complete idiot at OpenGL, and I can't figure out why my code isn't working, only the clear color shows. I am trying to set up some simple rendering on iOS. Please can somebody help me?
My main scene code is:
//
// Scene.m
#import "Scene.h"
GLfloat vertices[] = {
0.0, 0.0,
1.0, 0.0,
0.0, 1.0,
1.0, 1.0
};
#implementation Scene
+(Class)layerClass {
return [CAEAGLLayer class];
}
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
CAEAGLLayer *glLayer = (CAEAGLLayer *)self.layer;
glLayer.opaque = YES;
glLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:[NSNumber numberWithBool:FALSE], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil];
context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
if (!context) {
NSLog(#"Failed to create 2.0 context");
exit(1);
}
[EAGLContext setCurrentContext:context];
GLuint framebuffer, colorRenderbuffer;
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glGenRenderbuffers(1, &colorRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER fromDrawable:glLayer];
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRenderbuffer);
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
GLuint program = [self loadShaders:#"Test.vp" frag:#"Test.fp"];
positionIndex = glGetAttribLocation(program, "position");
mvpIndex = glGetUniformLocation(program, "mvp");
glLinkProgram(program); //added this
GLint param;
glGetProgramiv(program, GL_LINK_STATUS, &param);
if (param == GL_FALSE) {
NSLog(#"Failed to link the program");
exit(1);
}
glUseProgram(program);
CADisplayLink *displayLink = [CADisplayLink displayLinkWithTarget:self selector:#selector(render:)];
[displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSDefaultRunLoopMode];
}
return self;
}
-(void)render:(CADisplayLink *)_displayLink {
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glEnableVertexAttribArray(positionIndex);
glVertexAttribPointer(positionIndex, 2, GL_FLOAT, GL_FALSE, 0, (GLvoid *)0);
GLfloat mvp[] = {
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
};
glUniformMatrix4fv(mvpIndex, 1, GL_FALSE, mvp);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
[context presentRenderbuffer:GL_RENDERBUFFER];
glDisableVertexAttribArray(positionIndex);
}
-(GLuint)loadShaders:(NSString *)vertShader frag:(NSString *)fragShader {
NSString *vertPath = [[NSBundle mainBundle] pathForResource:[vertShader stringByDeletingPathExtension] ofType:#"vp"];
NSString *fragPath = [[NSBundle mainBundle] pathForResource:[fragShader stringByDeletingPathExtension] ofType:#"fp"];
if (!vertPath || !fragPath) {
NSLog(#"Failed to find paths of shaders");
exit(1);
}
NSError *error;
const GLchar* vertSource = [[NSString stringWithContentsOfFile:vertPath encoding:NSUTF8StringEncoding error:&error] UTF8String];
const GLchar* fragSource = [[NSString stringWithContentsOfFile:fragPath encoding:NSUTF8StringEncoding error:&error] UTF8String];
if (!vertSource || !fragSource) {
NSLog(#"Faild to load shader sources\n%#", [error localizedDescription]);
exit(1);
}
GLuint vert, frag;
vert = glCreateShader(GL_VERTEX_SHADER);
frag = glCreateShader(GL_FRAGMENT_SHADER);
GLint length = strlen(vertSource);
glShaderSource(vert, 1, &vertSource, &length);
length = strlen(fragSource);
glShaderSource(frag, 1, &fragSource, &length);
glCompileShader(vert);
glCompileShader(frag);
GLint success;
glGetShaderiv(vert, GL_COMPILE_STATUS, &success);
if (success == GL_FALSE) {
GLchar messages[256];
glGetShaderInfoLog(vert, sizeof(messages), 0, &messages[0]);
NSLog(#"Failed to compile vertex shader\n%#", [NSString stringWithUTF8String:messages]);
exit(1);
}
glGetShaderiv(frag, GL_COMPILE_STATUS, &success);
if (success == GL_FALSE) {
GLchar messages[256];
glGetShaderInfoLog(frag, sizeof(messages), 0, &messages[0]);
NSLog(#"Failed to compile fragment shader\n%#", [NSString stringWithUTF8String:messages]);
exit(1);
}
GLuint prog = glCreateProgram();
glAttachShader(prog, vert);
glAttachShader(prog, frag);
//Removed glLinkProgram()
return prog;
}
#end
The shader code is:
attribute vec2 position;
uniform mat4 mvp;
void main(void) {
gl_Position = mvp * vec4(position.xy, -1.0, 1.0);
}
and
void main() {
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
}
Thank you in advance
glEnableVertexAttribArray(positionIndex);
glVertexAttribPointer(positionIndex, 2, GL_FLOAT, GL_FALSE, 0, vertices);
This line is incorrect:
glDisableVertexAttribArray(positionIndex);
Don't disable it before you use it, or you'll lose it
Also, since you are using a vbo for your verts, you don't need to do this:
glVertexAttribPointer(positionIndex, 2, GL_FLOAT, GL_FALSE, 0, vertices);
Simply switch it to this:
glVertexAttribPointer(positionIndex, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
You have a vbo bound to the GPU, it will use that buffer to draw. Use the glVertexAttribPointer to define the offset into the vbo it will find the first element for the given attribute.
#kibab The suggestion I made for the vbo is correct.
He was receiving EXC_BAD_ACCESS due to his attribute not binding to his shader. See comments below. As for the mvp you are incorrect, again. The mvp is meant to convert points into a coordinate system of -1.0, -1.0, to 1.0, 1.0. Meaning his vertices should be showing given their values.
See http://flylib.com/books/2/789/1/html/2/images/03fig02.jpg.
Also changing the z coordinate will do nothing for you. Change your vertice to start at -1.0,-1.0 and go to 1.0,1.0 a full screen box just so we can get something on screen.
Assuming you aren't using any apple provided gl classes your glViewPort isn't being set.
Try using your view's bound's size
glViewport(0, 0, bouds.width, bounds.height);
Also please put your verts on 0.0 z instead of -1.0
Also lets try this, just to figure out what's going wrong!
Try not using a vertex buffer object and passing it straight over like this.
Also don't worry about disabling your attribute at the moment, lets get something on screen first.
GLfloat vertices[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f , 0.0f,
-1.0f, 1.0f , 0.0f,
1.0f, 1.0f , 0.0f,};
glVertexAttribPointer(positionIndex,3,GL_FLOAT,0,0,vertices);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);