Draw multiple objects with textures
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Simplex
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Published on 2012-10-02T07:15:32Z
Indexed on
2012/10/02
9:50 UTC
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opengl-es2
I want to draw cubes using textures.
void OperateWithMainMatrix(ESContext* esContext, GLfloat offsetX, GLfloat offsetY, GLfloat offsetZ) {
UserData *userData = (UserData*) esContext->userData;
ESMatrix modelview;
ESMatrix perspective;
//Manipulation with matrix
...
glVertexAttribPointer(userData->positionLoc, 3, GL_FLOAT, GL_FALSE, 0, cubeFaces);
//in cubeFaces coordinates verticles cube
glVertexAttribPointer(userData->normalLoc, 3, GL_FLOAT, GL_FALSE, 0, cubeFaces);
//for normals (use in fragment shaider for textures)
glEnableVertexAttribArray(userData->positionLoc);
glEnableVertexAttribArray(userData->normalLoc);
// Load the MVP matrix
glUniformMatrix4fv(userData->mvpLoc, 1, GL_FALSE,
(GLfloat*)&userData->mvpMatrix.m[0][0]);
//Bind base map
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, userData->baseMapTexId);
//Set the base map sampler to texture unit to 0
glUniform1i(userData->baseMapLoc, 0);
// Draw the cube
glDrawArrays(GL_TRIANGLES, 0, 36);
}
(coordinates transformation is in OperateWithMainMatrix() ) Then Draw() function is called:
void Draw(ESContext *esContext)
{
UserData *userData = esContext->userData;
// Set the viewport
glViewport(0, 0, esContext->width, esContext->height);
// Clear the color buffer
glClear(GL_COLOR_BUFFER_BIT);
// Use the program object
glUseProgram(userData->programObject);
OperateWithMainMatrix(esContext, 0.0f, 0.0f, 0.0f);
eglSwapBuffers(esContext->eglDisplay, esContext->eglSurface);
}
This work fine, but if I try to draw multiple cubes (next code for example):
void Draw(ESContext *esContext)
{ ...
// Use the program object
glUseProgram(userData->programObject);
OperateWithMainMatrix(esContext, 2.0f, 0.0f, 0.0f);
OperateWithMainMatrix(esContext, 1.0f, 0.0f, 0.0f);
OperateWithMainMatrix(esContext, 0.0f, 0.0f, 0.0f);
OperateWithMainMatrix(esContext, -1.0f, 0.0f, 0.0f);
OperateWithMainMatrix(esContext, -2.0f, 0.0f, 0.0f);
eglSwapBuffers(esContext->eglDisplay, esContext->eglSurface);
}
A side faces overlapes frontal face. The side face of the right cube overlaps frontal face of the center cube. How can i remove this effect and display miltiple cubes without it?
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