I started to follow a tutorial about modern OpenGL rendering and altered the c++ code from a VBO lesson to work with LWJGL. I initialized the VBO with the following code:
int vbo = GL15.glGenBuffers();
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo);
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer, GL15.GL_STATIC_DRAW);
"buffer" is initialized as
FloatBuffer buffer = BufferUtils.createFloatBuffer(9);
and then filled with {-0.5f, -0.5f, 0, 0.5f, -0.5f, 0, 0, 0.5f, 0} via
buffer.put(val)
My game loop looks like this:
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
GL20.glEnableVertexAttribArray(0);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo);
GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 0, 0);
GL11.glDrawArrays(GL11.GL_POINTS, 0, 3);
GL20.glDisableVertexAttribArray(0);
Display.update();
But all I get is a white dot in the center of the screen. I found a similar question (VBO: Array not drawn), but the solution did not fix my problem. The tutorial I used is http://ogldev.atspace.co.uk/www/tutorial02/tutorial02.html and http://ogldev.atspace.co.uk/www/tutorial03/tutorial03.html. When I try to draw GL_TRIANGLES instead of GL_POINTS, nothing is drawn onto the screen.
After wasting hours reading different tutorials, I figured out that I did not rewind() my buffer...
and
as suggested in VBO: Array not drawn was not necessary.
Use
glTranslate*()
to set a position where you want to draw something. It can be sorta deprecated, but it works.Here you can find a discussion about it.
Your code should look the following way: