trying to get simple vertex buffer object rendering done in GLES 1.1 (not 2.0)
here is what i have so far:
setup part:
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4);
vbb.order(ByteOrder.nativeOrder());
mVertexBuffer = vbb.asFloatBuffer();
mVertexBuffer.put(vertices);
mVertexBuffer.position(0);
GLES11.glBindBuffer(GLES11.GL_ARRAY_BUFFER, vbo[0]);
GLES11.glBufferData(GLES11.GL_ARRAY_BUFFER, mVertexBuffer.capacity() * 4, mVertexBuffer, GLES11.GL_STATIC_DRAW);
mIndexBuffer = ByteBuffer.allocateDirect(indices.length);
mIndexBuffer.put(indices);
mIndexBuffer.position(0);
GLES11.glBindBuffer(GLES11.GL_ELEMENT_ARRAY_BUFFER, ibo[0]);
GLES11.glBufferData(GLES11.GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer.capacity() * 1, mIndexBuffer, GLES11.GL_STATIC_DRAW);
then each frame:
GLES11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
GLES11.glBindBuffer(GLES11.GL_ARRAY_BUFFER, vbo[0]);
GLES11.glBindBuffer(GLES11.GL_ELEMENT_ARRAY_BUFFER, ibo[0]);
GLES11.glDrawElements(GLES11.GL_TRIANGLE_STRIP, 4, GLES11.GL_UNSIGNED_SHORT, 0);
however, it crashes just after startup in the GL thread.
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