I am trying to draw a simple quad in OpenGL 3.2, however when I call "glDrawElements" the application crashes with "Accessibility Detection of Access Violation 0x00000000".
I assume the problem is that the Vertex buffer data is incorrect, but I'm not sure how to fix the problem / debug it (OpenGL tracing will be fantastic, but I don't know how to enable this either ...)
Initialization Code:
std::vector<CUShort> Indices;
const CUShort IndicesArray[] = { 0, 1, 2, 2, 0, 3 };
for(size_t j = 0; j < 1; j++) {
for(size_t i = 0; i < sizeof(IndicesArray) / sizeof(*IndicesArray); i++) {
Indices.push_back(4 * j + IndicesArray[i]);
}
}
glGenBuffers(1, &m_Elements);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_Elements);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, Indices.size() * sizeof(CUShort), &Indices[0], GL_STATIC_DRAW);
glGenVertexArrays(1, &m_Array);
glBindVertexArray(m_Array);
glGenBuffers(1, &m_Buffer);
glBindBuffer(GL_ARRAY_BUFFER, m_Buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(TexColorVertex), NULL, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_TRUE, sizeof(TexColorVertex), (const GLvoid*)offsetof(TexColorVertex, Color));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(TexColorVertex), (const GLvoid*)offsetof(TexColorVertex, Position));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(TexColorVertex), (const GLvoid*)offsetof(TexColorVertex, Texcoord));
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
Drawing Code:
glBindBuffer(GL_ARRAY_BUFFER, m_Buffer);
TexColorVertex Vertices[4];
glm::vec4 SpritePos = glm::vec4(0, 0, 1024.0f, 384.0f);
Vertices[0].Position = glm::vec2(SpritePos.x, SpritePos.y);
Vertices[1].Position = glm::vec2(SpritePos.x, SpritePos.w);
Vertices[2].Position = glm::vec2(SpritePos.z, SpritePos.w);
Vertices[3].Position = glm::vec2(SpritePos.z, SpritePos.y);
Color Kittens = Color::HotPink();
Vertices[0].Color = glm::vec4(Kittens.R(), Kittens.G(), Kittens.B(), 1.0f);
Vertices[1].Color = glm::vec4(Kittens.R(), Kittens.G(), Kittens.B(), 1.0f);
Vertices[2].Color = glm::vec4(Kittens.R(), Kittens.G(), Kittens.B(), 1.0f);
Vertices[3].Color = glm::vec4(Kittens.R(), Kittens.G(), Kittens.B(), 1.0f);
Vertices[0].Texcoord = glm::vec2(0.0f, 0.0f);
Vertices[1].Texcoord = glm::vec2(0.0f, 1.0f);
Vertices[2].Texcoord = glm::vec2(1.0f, 1.0f);
Vertices[3].Texcoord = glm::vec2(1.0f, 0.0f);
glBufferSubData(GL_ARRAY_BUFFER, sizeof(Vertices), sizeof(Vertices), Vertices);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_Elements);
glBindVertexArray(m_Array);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (const GLvoid*)0);
The top of the struct is declared as such:
struct TexColorVertex
{
TexColorVertex(void) { }
TexColorVertex(glm::vec2 const& Position, glm::vec2 const& Texcoord) :
Position(Position), Texcoord(Texcoord)
{ }
glm::vec2 Position;
glm::vec2 Texcoord;
glm::vec4 Color;
};
Does anyone have any suggestions to fix this and draw a simple half-screen square?