I'm trying to render a few objects to a canvas and I'm having a bit of trouble understanding what's not working.
I'm building two objects at the moment that represent the two meshes that I want to render. If I create one mesh the code works fine so the problem, I think, is that the data gets screwed up when I'm building two or more.
Here's an example of the mesh data:
"name":"cone",
"buffers":{
"vertexPosition":{}, // Buffer
"vertexIndex":{} // Buffer
},
"mesh":{
"vertices":[], // emptied it to fit on page
"faces":[] // emptied it to fit on page
},
"mvMatrix": Float32Array[16],
"itemSize":3,
"numItems":12,
"program":{
"vertexPosAttrib":0,
"mvMatrixUniform":{},
"pMatrixUniform":{}
}
This is build from this function:
buildMeshData: function(){
this.mvMatrix = mat4.create();
this.buffers.vertexPosition = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffers.vertexPosition);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.mesh.vertices), gl.STATIC_DRAW);
this.buffers.vertexIndex = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.buffers.vertexIndex);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(this.mesh.faces), gl.STATIC_DRAW);
this.itemSize = 3;
this.numItems = this.mesh.faces.length;
var vertexProps = {
attributes: ['vec3', 'VertexPosition'],
uniforms: ['mat4', 'MVMatrix', 'mat4', 'PMatrix'],
varyings: ['vec3', 'TexCoord']
}
var vertexShaderFunction = 'vTexCoord = aVertexPosition + 0.5; gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1);';
var vshaderInput = utils.buildVertexShader(vertexProps, vertexShaderFunction);
var fragmentProps = {
attributes: [],
uniforms: [],
varyings: ['vec3', 'TexCoord']
}
var fragmentShaderFunction = 'gl_FragColor = vec4(vTexCoord, 1);';
var fshaderInput = utils.buildFragmentShader(fragmentProps, fragmentShaderFunction);
this.program = gl.createProgram();
var vshader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vshader, vshaderInput);
glpileShader(vshader);
var fshader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fshader, fshaderInput);
glpileShader(fshader);
gl.attachShader(this.program, vshader);
gl.attachShader(this.program, fshader);
gl.linkProgram(this.program);
gl.useProgram(this.program);
this.program.vertexPosAttrib = gl.getAttribLocation(this.program, 'aVertexPosition');
gl.vertexAttribPointer(this.program.vertexPosAttrib, this.itemSize, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(this.program.vertexPosAttrib);
this.program.mvMatrixUniform = gl.getUniformLocation(this.program, "uMVMatrix");
this.program.pMatrixUniform = gl.getUniformLocation(this.program, "uPMatrix");
scene.add(this);
}
and the render function goes like this:
function render(){
currentTime = new Date().getTime();
deltaTime = (currentTime - initialTime) / 1000; // in seconds
gl.viewport(0, 0, stage.width, stage.height);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
for(var i in scene.meshes){
(function(mesh){
mat4.translate(mesh.mvMatrix, mesh.mvMatrix, [0, 2 * i, -10 - (10 * i)]);
gl.useProgram(mesh.program);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, mesh.buffers.vertexIndex);
gl.vertexAttribPointer(mesh.program.vertexPosAttrib, mesh.itemSize, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(mesh.program.vertexPosAttrib);
gl.uniformMatrix4fv(mesh.program.mvMatrixUniform, false, mesh.mvMatrix);
gl.uniformMatrix4fv(mesh.program.pMatrixUniform, false, scene.pMatrix);
gl.drawElements(gl.TRIANGLES, mesh.numItems, gl.UNSIGNED_SHORT, 0);
gl.disableVertexAttribArray(mesh.program.vertexPosAttrib);
})(scene.meshes[i])
}
// requestAnimationFrame(render);
}
The result of this is the second object is drawn correctly but the first causes the error:
[.WebGLRenderingContext]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
...and is therefore not drawn.
Any ideas where the problem lies. Hopefully thats enough information from the code, I didn't want to put up too much, but if you need to see anything else I'll update.
I'm trying to render a few objects to a canvas and I'm having a bit of trouble understanding what's not working.
I'm building two objects at the moment that represent the two meshes that I want to render. If I create one mesh the code works fine so the problem, I think, is that the data gets screwed up when I'm building two or more.
Here's an example of the mesh data:
"name":"cone",
"buffers":{
"vertexPosition":{}, // Buffer
"vertexIndex":{} // Buffer
},
"mesh":{
"vertices":[], // emptied it to fit on page
"faces":[] // emptied it to fit on page
},
"mvMatrix": Float32Array[16],
"itemSize":3,
"numItems":12,
"program":{
"vertexPosAttrib":0,
"mvMatrixUniform":{},
"pMatrixUniform":{}
}
This is build from this function:
buildMeshData: function(){
this.mvMatrix = mat4.create();
this.buffers.vertexPosition = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffers.vertexPosition);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.mesh.vertices), gl.STATIC_DRAW);
this.buffers.vertexIndex = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.buffers.vertexIndex);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(this.mesh.faces), gl.STATIC_DRAW);
this.itemSize = 3;
this.numItems = this.mesh.faces.length;
var vertexProps = {
attributes: ['vec3', 'VertexPosition'],
uniforms: ['mat4', 'MVMatrix', 'mat4', 'PMatrix'],
varyings: ['vec3', 'TexCoord']
}
var vertexShaderFunction = 'vTexCoord = aVertexPosition + 0.5; gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1);';
var vshaderInput = utils.buildVertexShader(vertexProps, vertexShaderFunction);
var fragmentProps = {
attributes: [],
uniforms: [],
varyings: ['vec3', 'TexCoord']
}
var fragmentShaderFunction = 'gl_FragColor = vec4(vTexCoord, 1);';
var fshaderInput = utils.buildFragmentShader(fragmentProps, fragmentShaderFunction);
this.program = gl.createProgram();
var vshader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vshader, vshaderInput);
gl.pileShader(vshader);
var fshader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fshader, fshaderInput);
gl.pileShader(fshader);
gl.attachShader(this.program, vshader);
gl.attachShader(this.program, fshader);
gl.linkProgram(this.program);
gl.useProgram(this.program);
this.program.vertexPosAttrib = gl.getAttribLocation(this.program, 'aVertexPosition');
gl.vertexAttribPointer(this.program.vertexPosAttrib, this.itemSize, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(this.program.vertexPosAttrib);
this.program.mvMatrixUniform = gl.getUniformLocation(this.program, "uMVMatrix");
this.program.pMatrixUniform = gl.getUniformLocation(this.program, "uPMatrix");
scene.add(this);
}
and the render function goes like this:
function render(){
currentTime = new Date().getTime();
deltaTime = (currentTime - initialTime) / 1000; // in seconds
gl.viewport(0, 0, stage.width, stage.height);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
for(var i in scene.meshes){
(function(mesh){
mat4.translate(mesh.mvMatrix, mesh.mvMatrix, [0, 2 * i, -10 - (10 * i)]);
gl.useProgram(mesh.program);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, mesh.buffers.vertexIndex);
gl.vertexAttribPointer(mesh.program.vertexPosAttrib, mesh.itemSize, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(mesh.program.vertexPosAttrib);
gl.uniformMatrix4fv(mesh.program.mvMatrixUniform, false, mesh.mvMatrix);
gl.uniformMatrix4fv(mesh.program.pMatrixUniform, false, scene.pMatrix);
gl.drawElements(gl.TRIANGLES, mesh.numItems, gl.UNSIGNED_SHORT, 0);
gl.disableVertexAttribArray(mesh.program.vertexPosAttrib);
})(scene.meshes[i])
}
// requestAnimationFrame(render);
}
The result of this is the second object is drawn correctly but the first causes the error:
[.WebGLRenderingContext]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
...and is therefore not drawn.
Any ideas where the problem lies. Hopefully thats enough information from the code, I didn't want to put up too much, but if you need to see anything else I'll update.
Share Improve this question edited Jul 25, 2014 at 18:23 BenMorel 36.7k52 gold badges206 silver badges337 bronze badges asked Feb 17, 2014 at 17:50 adamdalyadamdaly 1991 gold badge4 silver badges11 bronze badges1 Answer
Reset to default 7This code
gl.vertexAttribPointer(this.program.vertexPosAttrib, this.itemSize, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(this.program.vertexPosAttrib);
Need to be called when drawing each mesh and not where it's called now. Additionally before calling gl.vertexAttribPointer
for this.program.vertexPosAttrib
you need to call
gl.bindBuffer(gl.ARRAY_BUFFER, mesh.buffers.vertexPosition);
Because gl.vertexAttribPointer
binds the buffer currently bound to gl.ARRAY_BUFFER
to the specified attribute.
In other words
gl.bindBuffer(gl.ARRAY_BUFFER, mesh.buffers.vertexPosition);
gl.vertexAttribPointer(mesh.program.vertexPosAttrib, mesh.itemSize, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(mesh.program.vertexPosAttrib);
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