Switched from QOpenGLFunctions_3_1 to QOpenGLFunctions. This seems to require not using vertex arrays, which needs further investigation.

This commit is contained in:
David Williams
2014-03-25 22:49:59 +01:00
parent 19387fd62e
commit a78508a79f
3 changed files with 9 additions and 13 deletions

View File

@ -21,8 +21,8 @@ void OpenGLWidget::setSurfaceMeshToRender(const PolyVox::SurfaceMesh<PositionMat
const auto& vecVertices = surfaceMesh.getVertices();
//Create the VAO for the mesh
glGenVertexArrays(1, &vertexArrayObject);
glBindVertexArray(vertexArrayObject);
//glGenVertexArrays(1, &vertexArrayObject);
//glBindVertexArray(vertexArrayObject);
//The GL_ARRAY_BUFFER will contain the list of vertex positions
glGenBuffers(1, &vertexBuffer);
@ -38,18 +38,14 @@ void OpenGLWidget::setSurfaceMeshToRender(const PolyVox::SurfaceMesh<PositionMat
glEnableVertexAttribArray(0); //We're talking about shader attribute '0'
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(PositionMaterial), 0); //take the first 3 floats from every sizeof(decltype(vecVertices)::value_type)
glBindVertexArray(0);
//glBindVertexArray(0);
noOfIndices = vecIndices.size(); //Save this for the call to glDrawElements later
}
void OpenGLWidget::initializeGL()
{
if(!initializeOpenGLFunctions())
{
std::cerr << "Could not initialise OpenGL functions" << std::endl;
exit(EXIT_FAILURE);
}
initializeOpenGLFunctions();
//Print out some information about the OpenGL implementation.
std::cout << "OpenGL Implementation Details:" << std::endl;
@ -164,11 +160,11 @@ void OpenGLWidget::paintGL()
shader.setUniformValue("modelToWorldMatrix", modelToWorldMatrix); //Update to the latest camera matrix
glBindVertexArray(vertexArrayObject);
//glBindVertexArray(vertexArrayObject);
glDrawElements(GL_TRIANGLES, noOfIndices, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
//glBindVertexArray(0);
shader.release();