I am using OpenGL with vertices and shaders, nothing got displayed on my screen so i used glGetError to debug : I got an error 1281(bad value) on one of my buffer called color_array_buffer, here is the section i am talking about :
GLenum error = glGetError();
if(error) {
cout << error << endl;
return ;
} else {
cout << "no error yet" << endl;
}
//no error
// Get a handle for our "myTextureSampler" uniform
GLuint TextureID = glGetUniformLocation(shaderProgram, "myTextureSampler");
if(!TextureID)
cout << "TextureID not found ..." << endl;
// Bind our texture in Texture Unit 0
glActiveTexture(GL_TEXTURE0);
sf::Texture::bind(texture);
// Set our "myTextureSampler" sampler to user Texture Unit 0
glUniform1i(TextureID, 0);
// 2nd attribute buffer : UVs
GLuint vertexUVID = glGetAttribLocation(shaderProgram, "color");
if(!vertexUVID)
cout << "vertexUVID not found ..." << endl;
glEnableVertexAttribArray(vertexUVID);
glBindBuffer(GL_ARRAY_BUFFER, color_array_buffer);
glVertexAttribPointer(vertexUVID, 2, GL_FLOAT, GL_FALSE, 0, 0);
error = glGetError();
if(error) {
cout << error << endl;
return ;
}
//error 1281
And here is the code where i link my buffer to the array :
if (textured) {
texture = new sf::Texture();
if(!texture->loadFromFile("textures/simple.jpeg"/*,sf::IntRect(0, 0, 128, 128)*/))
std::cout << "Error loading texture !!" << std::endl;
glGenBuffers(1, &color_array_buffer);
glBindBuffer(GL_ARRAY_BUFFER, color_array_buffer);
glBufferData(GL_ARRAY_BUFFER, uvs.size() * sizeof(glm::vec3), &uvs[0], GL_STATIC_DRAW);
}
and my values of uvs :
uvs[0] : 0.748573-0.750412
uvs[1] : 0.749279-0.501284
uvs[2] : 0.99911-0.501077
uvs[3] : 0.999455-0.75038
uvs[4] : 0.250471-0.500702
uvs[5] : 0.249682-0.749677
uvs[6] : 0.001085-0.75038
uvs[7] : 0.001517-0.499994
uvs[8] : 0.499422-0.500239
uvs[9] : 0.500149-0.750166
uvs[10] : 0.748355-0.99823
uvs[11] : 0.500193-0.998728
uvs[12] : 0.498993-0.250415
uvs[13] : 0.748953-0.25092
Am i doing something wrong, if someone could help me that would be great.
Your check for glGetAttribLocation()
failing to find the attribute is incorrect:
GLuint vertexUVID = glGetAttribLocation(shaderProgram, "color");
if(!vertexUVID)
cout << "vertexUVID not found ..." << endl;
glGetAttribLocation()
returns a GLint
(not GLuint
), and the result is -1
if an attribute with the given name is not found in the program. Since you assign the value to an unsigned variable, it will end up being the largest possible unsigned, which is then an invalid argument if you pass it to glEnableVertexAttribArray()
afterwards.
Your code should look like this instead:
GLint vertexUVID = glGetAttribLocation(shaderProgram, "color");
if(vertexUVID < 0)
cout << "vertexUVID not found ..." << endl;
Note that 0
is a perfectly valid attribute location.
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