I'm trying to draw a terrain with GL_TRIANGLE_STRIP and glDrawElements but I'm having a really hard time understanding the indices thing behind glDrawElements...
Here's what I have so far:
void Terrain::GenerateVertexBufferObjects(float ox, float oy, float oz) {
    float startWidth, startLength, *vArray;
    int vCount, vIndex = -1;
    // width = length = 256
    startWidth = (width / 2.0f) - width;
    startLength = (length / 2.0f) - length;
    vCount = 3 * width * length;
    vArray = new float[vCount];
    for(int z = 0; z < length; z++) {
        // vIndex == vIndex + width * 3  ||  width * 3 = 256 * 3 = 768
        for(int x = 0; x < width; x++) {
            vArray[++vIndex] = ox + startWidth + (x * stepWidth);
            vArray[++vIndex] = oy + heights[z][x];
            vArray[++vIndex] = oz + startLength + (z * stepLength);
        }
    }
    glGenBuffers(1, &vertexBuffer);
    glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vCount, vArray, GL_STATIC_DRAW);
    glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void Terrain::DrawVBO(unsigned int texID, float ox, float oy, float oz) {
    float terrainLight[] = { 1.0f, 1.0f, 1.0f, 1.0f };
    if(!generatedVBOs) {
        GenerateVertexBufferObjects(ox, oy, oz);
        generatedVBOs = true;
    }
    unsigned int indices[] = { 0, 768, 3, 771 };
    glGenBuffers(1, &indexBuffer);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * 4, indices, GL_STATIC_DRAW);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
    glEnableClientState(GL_VERTEX_ARRAY);
    glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
    glVertexPointer(3, GL_FLOAT, 0, 0);
    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
    glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, terrainLight);
    glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, 0);
    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
    glDisableClientState(GL_VERTEX_ARRAY);
    glBindBuffer(GL_ARRAY_BUFFER, 0);
}
I believe my vArray is correct, I use the same values when drawing with glBegin(GL_TRIANGLE_STRIP)/glEnd which works just fine.
My guess was to use just the index of the x coordinate for each vertex. But I have no idea if that's the right way to use indices with glDrawElements.
I think everything is making sense so far?
What's not working is that the location values above (which I doubled checked on vArray and they are correct) are not the same which glDrawElements is using. Two triangles are drawn but they are a lot bigger than what they should be. It starts correctly at (-128, -128) but it goes to something like (-125, -125) instead of (-127, -127).
I can't understand what I'm doing wrong here...
Using something like the following solves my problem:
unsigned int indices[] = { 0, 256, 1, 257 };
I think it's safe to assume that the index is the x coordinate and that OpenGL is expecting that to be followed by y and z but we shouldn't increase by 3 ourselves, the server does it for us.
And now that I think about it, glDrawElements has the word element on it, which in this case is a vertex with 3 coordinates as specified in glVertexPointer and we need to pass the indices to the element, not the vertex.
I feel so dumb now...
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