why is glVertexAttribDivisor crashing?
Posted
by
2am
on Game Development
See other posts from Game Development
or by 2am
Published on 2014-05-04T04:16:07Z
Indexed on
2014/06/03
9:37 UTC
Read the original article
Hit count: 303
I am trying to render some trees with instancing. This is rather weird, but before sleeping yesterday night, I checked the code, and it was in a running state, when I got up this morning, it is crashing when I am calling glVertexAttribDivisor
I haven't changed any code since yesterday.
Here is how I am sending data to GPU for instancing.
glGenBuffers(1, &iVBO);
glBindBuffer(GL_ARRAY_BUFFER, iVBO);
glBufferData(GL_ARRAY_BUFFER, (ml_instance->i_positions.size()*sizeof(glm::vec4)) , NULL, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, (ml_instance->i_positions.size()*sizeof(glm::vec4)), &ml_instance->i_positions[0]);
And then in vertex specification--
glBindBuffer(GL_ARRAY_BUFFER, iVBO);
glVertexAttribPointer(i_positions, 4, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(i_positions);
glVertexAttribDivisor(i_positions,1); // **THIS IS WHERE THE PROGRAM CRASHES**
glDrawElementsInstanced(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0,TREES_INSTANCE_COUNT);
I have checked ml_instance->i_positions
, it has all the data that needs to render.
I have checked the value of i_positions
in vertex shader, it is the same as whatever I have defined there.
I am little out of ideas here, everything looks pretty much fine. What am I missing?
© Game Development or respective owner