Then what is wrong with this code?
int counter = 0; for (int i=0;i<bufferCount;i++) { gl.glBindBuffer(GL. GL_ARRAY_BUFFER, vboNames[counter]); counter++; gl.glBindBuffer(GL. GL_ARRAY_BUFFER, vboNames[counter]); counter++; gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, vboNames[counter]); gl.glBindBuffer(GL. GL_ARRAY_BUFFER, vboNames[counter]); counter++; gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vboNames[counter]); counter++; //gl.glDrawElements(gl.GL_TRIANGLES, 6 * 6, gl.GL_UNSIGNED_BYTE, cubeIndices[i]); gl.glDrawElements(gl.GL_TRIANGLES, 6*6, GL.GL_UNSIGNED_INT, cubeIndices[i]); // note: the total number of indices } time += 0.01f; } WIth the exception: Cube.run() WARNING: An illegal reflective access operation has occurred WARNING: Illegal reflective access by com.jogamp.common.os.NativeLibrary$3 (file:/C:/Users/ted_g/Documents/jogamp/gluegen-rt.jar) to method java.lang.ClassLoader.findLibrary(java.lang.String) WARNING: Please consider reporting this to the maintainers of com.jogamp.common.os.NativeLibrary$3 WARNING: Use --illegal-access=warn to enable warnings of further illegal reflective access operations WARNING: All illegal access operations will be denied in a future release Entering initialization GL Profile: GLProfile[GL4bc/GL4bc.hw] GL:jogamp.opengl.gl4.GL4bcImpl@77030d93 GL_VERSION=4.5.0 - Build 23.20.16.4973 GL_EXTENSIONS: GL_3DFX_texture_compression_FXT1 GL_AMD_depth_clamp_separate GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_cl_event GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_robustness_isolation GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_separate_stencil GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_polygon_offset_clamp GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_framebuffer_fetch GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_compression_s3tc GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_IBM_texture_mirrored_repeat GL_INTEL_conservative_rasterization GL_INTEL_fragment_shader_ordering GL_INTEL_framebuffer_CMAA GL_INTEL_map_texture GL_INTEL_multi_rate_fragment_shader GL_INTEL_performance_query GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_KHR_context_flush_control GL_KHR_debug GL_KHR_texture_compression_astc_hdr GL_KHR_texture_compression_astc_ldr GL_NV_blend_square GL_NV_conditional_render GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control GLF:jogamp.opengl.gl4.GL4bcImpl@77030d93 java.lang.RuntimeException: com.jogamp.opengl.GLException: Caught GLException: element vertex_buffer_object must be unbound to call this method on thread main-Display-.windows_nil-1-EDT-1 at jogamp.newt.DefaultEDTUtil.invokeImpl(DefaultEDTUtil.java:252) at jogamp.newt.DefaultEDTUtil.invoke(DefaultEDTUtil.java:165) at jogamp.newt.DisplayImpl.runOnEDTIfAvail(DisplayImpl.java:442) at jogamp.newt.WindowImpl.runOnEDTIfAvail(WindowImpl.java:2782) at jogamp.newt.WindowImpl.setVisible(WindowImpl.java:1330) at jogamp.newt.WindowImpl.setVisible(WindowImpl.java:1335) at com.jogamp.newt.opengl.GLWindow.setVisible(GLWindow.java:578) at RenderEngine.Renderer.run(Renderer.java:550) at RenderEngine.Renderer.main(Renderer.java:592) Caused by: com.jogamp.opengl.GLException: Caught GLException: element vertex_buffer_object must be unbound to call this method on thread main-Display-.windows_nil-1-EDT-1 at com.jogamp.opengl.GLException.newGLException(GLException.java:76) at jogamp.opengl.GLDrawableHelper.invokeGLImpl(GLDrawableHelper.java:1327) at jogamp.opengl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:1147) at com.jogamp.newt.opengl.GLWindow.display(GLWindow.java:759) at jogamp.opengl.GLAutoDrawableBase.defaultWindowResizedOp(GLAutoDrawableBase.java:260) at com.jogamp.newt.opengl.GLWindow.access$200(GLWindow.java:119) at com.jogamp.newt.opengl.GLWindow$2.windowResized(GLWindow.java:141) at jogamp.newt.WindowImpl.consumeWindowEvent(WindowImpl.java:4383) at jogamp.newt.WindowImpl.sendWindowEvent(WindowImpl.java:4317) at jogamp.newt.WindowImpl.setVisibleActionImpl(WindowImpl.java:1306) at jogamp.newt.WindowImpl$VisibleAction.run(WindowImpl.java:1318) at com.jogamp.common.util.RunnableTask.run(RunnableTask.java:145) at jogamp.newt.DefaultEDTUtil$NEDT.run(DefaultEDTUtil.java:375) Caused by: com.jogamp.opengl.GLException: element vertex_buffer_object must be unbound to call this method at jogamp.opengl.gl4.GL4bcImpl.checkBufferObject(GL4bcImpl.java:40629) at jogamp.opengl.gl4.GL4bcImpl.checkElementVBOUnbound(GL4bcImpl.java:40664) at jogamp.opengl.gl4.GL4bcImpl.glDrawElements(GL4bcImpl.java:6552) at RenderEngine.Renderer.display(Renderer.java:479) at RenderEngine.Renderer.display(Renderer.java:438) at jogamp.opengl.GLDrawableHelper.displayImpl(GLDrawableHelper.java:692) at jogamp.opengl.GLDrawableHelper.display(GLDrawableHelper.java:674) at jogamp.opengl.GLAutoDrawableBase$2.run(GLAutoDrawableBase.java:443) at jogamp.opengl.GLDrawableHelper.invokeGLImpl(GLDrawableHelper.java:1293) ... 11 more |
In reply to this post by gouessej
So, I'm getting this exception:
Cube.run() WARNING: An illegal reflective access operation has occurred WARNING: Illegal reflective access by com.jogamp.common.os.NativeLibrary$3 (file:/C:/Users/ted_g/Documents/jogamp/gluegen-rt.jar) to method java.lang.ClassLoader.findLibrary(java.lang.String) WARNING: Please consider reporting this to the maintainers of com.jogamp.common.os.NativeLibrary$3 WARNING: Use --illegal-access=warn to enable warnings of further illegal reflective access operations WARNING: All illegal access operations will be denied in a future release Entering initialization GL Profile: GLProfile[GL4bc/GL4bc.hw] GL:jogamp.opengl.gl4.GL4bcImpl@77030d93 GL_VERSION=4.5.0 - Build 23.20.16.4973 GL_EXTENSIONS: GL_3DFX_texture_compression_FXT1 GL_AMD_depth_clamp_separate GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_cl_event GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_robustness_isolation GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_separate_stencil GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_polygon_offset_clamp GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_framebuffer_fetch GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_compression_s3tc GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_IBM_texture_mirrored_repeat GL_INTEL_conservative_rasterization GL_INTEL_fragment_shader_ordering GL_INTEL_framebuffer_CMAA GL_INTEL_map_texture GL_INTEL_multi_rate_fragment_shader GL_INTEL_performance_query GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_KHR_context_flush_control GL_KHR_debug GL_KHR_texture_compression_astc_hdr GL_KHR_texture_compression_astc_ldr GL_NV_blend_square GL_NV_conditional_render GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control GLF:jogamp.opengl.gl4.GL4bcImpl@77030d93 java.lang.RuntimeException: com.jogamp.opengl.GLException: Caught GLException: element vertex_buffer_object must be unbound to call this method on thread main-Display-.windows_nil-1-EDT-1 at jogamp.newt.DefaultEDTUtil.invokeImpl(DefaultEDTUtil.java:252) at jogamp.newt.DefaultEDTUtil.invoke(DefaultEDTUtil.java:165) at jogamp.newt.DisplayImpl.runOnEDTIfAvail(DisplayImpl.java:442) at jogamp.newt.WindowImpl.runOnEDTIfAvail(WindowImpl.java:2782) at jogamp.newt.WindowImpl.setVisible(WindowImpl.java:1330) at jogamp.newt.WindowImpl.setVisible(WindowImpl.java:1335) at com.jogamp.newt.opengl.GLWindow.setVisible(GLWindow.java:578) at RenderEngine.Renderer.run(Renderer.java:550) at RenderEngine.Renderer.main(Renderer.java:592) Caused by: com.jogamp.opengl.GLException: Caught GLException: element vertex_buffer_object must be unbound to call this method on thread main-Display-.windows_nil-1-EDT-1 at com.jogamp.opengl.GLException.newGLException(GLException.java:76) at jogamp.opengl.GLDrawableHelper.invokeGLImpl(GLDrawableHelper.java:1327) at jogamp.opengl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:1147) at com.jogamp.newt.opengl.GLWindow.display(GLWindow.java:759) at jogamp.opengl.GLAutoDrawableBase.defaultWindowResizedOp(GLAutoDrawableBase.java:260) at com.jogamp.newt.opengl.GLWindow.access$200(GLWindow.java:119) at com.jogamp.newt.opengl.GLWindow$2.windowResized(GLWindow.java:141) at jogamp.newt.WindowImpl.consumeWindowEvent(WindowImpl.java:4383) at jogamp.newt.WindowImpl.sendWindowEvent(WindowImpl.java:4317) at jogamp.newt.WindowImpl.setVisibleActionImpl(WindowImpl.java:1306) at jogamp.newt.WindowImpl$VisibleAction.run(WindowImpl.java:1318) at com.jogamp.common.util.RunnableTask.run(RunnableTask.java:145) at jogamp.newt.DefaultEDTUtil$NEDT.run(DefaultEDTUtil.java:375) Caused by: com.jogamp.opengl.GLException: element vertex_buffer_object must be unbound to call this method at jogamp.opengl.gl4.GL4bcImpl.checkBufferObject(GL4bcImpl.java:40629) at jogamp.opengl.gl4.GL4bcImpl.checkElementVBOUnbound(GL4bcImpl.java:40664) at jogamp.opengl.gl4.GL4bcImpl.glDrawElements(GL4bcImpl.java:6552) at RenderEngine.Renderer.display(Renderer.java:479) at RenderEngine.Renderer.display(Renderer.java:438) at jogamp.opengl.GLDrawableHelper.displayImpl(GLDrawableHelper.java:692) at jogamp.opengl.GLDrawableHelper.display(GLDrawableHelper.java:674) at jogamp.opengl.GLAutoDrawableBase$2.run(GLAutoDrawableBase.java:443) at jogamp.opengl.GLDrawableHelper.invokeGLImpl(GLDrawableHelper.java:1293) ... 11 more So what is wrong with this code? int counter = 0; for (int i=0;i<bufferCount;i++) { gl.glBindBuffer(GL. GL_ARRAY_BUFFER, vboNames[counter]); counter++; gl.glBindBuffer(GL. GL_ARRAY_BUFFER, vboNames[counter]); counter++; gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, vboNames[counter]); gl.glBindBuffer(GL. GL_ARRAY_BUFFER, vboNames[counter]); counter++; gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vboNames[counter]); counter++; //gl.glDrawElements(gl.GL_TRIANGLES, 6 * 6, gl.GL_UNSIGNED_BYTE, cubeIndices[i]); gl.glDrawElements(gl.GL_TRIANGLES, 6*6, GL.GL_UNSIGNED_INT, cubeIndices[i]); // note: the total number of indices } time += 0.01f; } and public void buffers() { int vbonums = 0; for (int i=0;i<bufferCount;i++) { gl.glEnableClientState(gl.GL_VERTEX_ARRAY); gl.glBindBuffer(GL. GL_ARRAY_BUFFER, vboNames[vbonums]); gl.glBufferData(GL. GL_ARRAY_BUFFER, cubeVertices[i].limit() * Buffers.SIZEOF_SHORT, cubeVertices[i], GL.GL_STATIC_DRAW); gl.glVertexPointer(3, gl.GL_SHORT, 0, 0); vbonums++; gl.glEnableClientState(gl.GL_NORMAL_ARRAY); gl.glBindBuffer(GL. GL_ARRAY_BUFFER, vboNames[vbonums]); gl.glBufferData(GL. GL_ARRAY_BUFFER, cubeNormals[i].limit() * Buffers.SIZEOF_BYTE, cubeNormals[i], GL.GL_STATIC_DRAW); gl.glNormalPointer(gl.GL_BYTE, 0, 0); vbonums++; // cubeIndices[bufferCount] =cubeObject2.cubeIndices; gl.glEnableClientState(gl.GL_ELEMENT_ARRAY_BUFFER); // enable vertex indices gl.glBindBuffer(GL. GL_ARRAY_BUFFER, vboNames[vbonums]); gl.glBufferData(GL. GL_ARRAY_BUFFER, cubeIndices[i].limit() * Buffers.SIZEOF_BYTE, cubeIndices[i], GL.GL_STATIC_DRAW); // gl.glIndexPointer(gl.GL_BYTE, 0, 0); gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, vboNames[vbonums]); vbonums++; gl.glEnableClientState(gl.GL_COLOR_ARRAY); gl.glBindBuffer(GL. GL_ARRAY_BUFFER, vboNames[vbonums]); gl.glBufferData(GL. GL_ARRAY_BUFFER, cubeColors[i].limit() * Buffers.SIZEOF_FLOAT, cubeColors[i], GL.GL_STATIC_DRAW); gl.glColorPointer(4, gl.GL_FLOAT, 0, 0); vbonums++; if (cubeTexCoords != null) { gl.glEnableClientState(gl.GL_TEXTURE_COORD_ARRAY); gl.glBindBuffer(GL. GL_ARRAY_BUFFER, vboNames[vbonums]); gl.glBufferData(GL. GL_ARRAY_BUFFER, cubeTexCoords[i].limit() * Buffers.SIZEOF_SHORT, cubeTexCoords[i], GL.GL_STATIC_DRAW); gl.glTexCoordPointer(2, gl.GL_SHORT, 0, 0); /* issues an GL_INVALID_ENUM gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_INCR); } */ vbonums++; } else { gl.glDisableClientState(gl.GL_TEXTURE_COORD_ARRAY); } gl.glBindBuffer(GL. GL_ELEMENT_ARRAY_BUFFER, 0); gl.glHint(gl.GL_PERSPECTIVE_CORRECTION_HINT, gl.GL_FASTEST); gl.glMatrixMode(gl.GL_PROJECTION); gl.glLoadIdentity(); if(!innerCube) { glu.gluPerspective(90.0f, aspect, 1.0f, 100.0f); } else { gl.glOrthof(-20.0f, 20.0f, -20.0f, 20.0f, 1.0f, 40.0f); } // weird effect ..: gl.glCullFace(gl.GL_FRONT); } } |
*Bump*
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Administrator
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You should look at gmseed's example again, the last parameter passed to glDrawElements is 0 in his source code but not in yours.
Julien Gouesse | Personal blog | Website
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In reply to this post by gouessej
Ok. So I changed it to zero like in gmeed's example and I"m getting a blue screen. I'm also getting in red in the console:
EXCEPTIONS: Cube.run() WARNING: An illegal reflective access operation has occurred WARNING: Illegal reflective access by com.jogamp.common.os.NativeLibrary$3 (file:/C:/Users/ted_g/Documents/jogamp/gluegen-rt.jar) to method java.lang.ClassLoader.findLibrary(java.lang.String) WARNING: Please consider reporting this to the maintainers of com.jogamp.common.os.NativeLibrary$3 WARNING: Use --illegal-access=warn to enable warnings of further illegal reflective access operations WARNING: All illegal access operations will be denied in a future release Entering initialization GL Profile: GLProfile[GL4bc/GL4bc.hw] GL:jogamp.opengl.gl4.GL4bcImpl@3c9baa1a GL_VERSION=4.5.0 - Build 23.20.16.4973 GL_EXTENSIONS: GL_3DFX_texture_compression_FXT1 GL_AMD_depth_clamp_separate GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_cl_event GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_robustness_isolation GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_separate_stencil GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_polygon_offset_clamp GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_framebuffer_fetch GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_compression_s3tc GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_IBM_texture_mirrored_repeat GL_INTEL_conservative_rasterization GL_INTEL_fragment_shader_ordering GL_INTEL_framebuffer_CMAA GL_INTEL_map_texture GL_INTEL_multi_rate_fragment_shader GL_INTEL_performance_query GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_KHR_context_flush_control GL_KHR_debug GL_KHR_texture_compression_astc_hdr GL_KHR_texture_compression_astc_ldr GL_NV_blend_square GL_NV_conditional_render GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control GLF:jogamp.opengl.gl4.GL4bcImpl@3c9baa1a Cube shut down cleanly. So my display code is the following: DISPLAY CODE public void display(GLAutoDrawable drawable, boolean clear) { //GL2ES1// gl = drawable.getGL().getGL2ES1(); if (clear) { gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT); } gl.glMatrixMode(gl.GL_MODELVIEW); gl.glLoadIdentity(); gl.glTranslatef(0.f, 0.f, -30.f); gl.glRotatef((float) (time * 29.77f), 1.0f, 2.0f, 0.0f); gl.glRotatef((float) (time * 22.311f), -0.1f, 0.0f, -5.0f); int counter = 0; for (int i=0;i<bufferCount;i++) { gl.glBindBuffer(GL. GL_ARRAY_BUFFER, vboNames[counter]); counter++; gl.glBindBuffer(GL. GL_ARRAY_BUFFER, vboNames[counter]); counter++; gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, vboNames[counter]); gl.glBindBuffer(GL. GL_ARRAY_BUFFER, vboNames[counter]); counter++; gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vboNames[counter]); counter++; //gl.glDrawElements(gl.GL_TRIANGLES, 6 * 6, gl.GL_UNSIGNED_BYTE, cubeIndices[i]); //gmeed: glv.glDrawElements(GL2.GL_TRIANGLES, numberIndices, GL.GL_UNSIGNED_INT, 0); // note: the total number of indices //old: gl.glDrawElements(gl.GL_TRIANGLES, 6*6, GL.GL_UNSIGNED_INT, ); // note: the total number of indices //*glv.glDrawElements(gl.GL_TRIANGLES, cubeIndices.length, gl.GL_UNSIGNED_INT, 0); // note: the total number of indices gl.glDrawElements(gl.GL_TRIANGLES, cubeIndices.length, gl.GL_UNSIGNED_INT, 0); // note: the total number of indices } time += 0.01f; } BUFFERS public void buffers() { int vbonums = 0; for (int i=0;i<bufferCount;i++) { gl.glEnableClientState(gl.GL_VERTEX_ARRAY); gl.glBindBuffer(GL. GL_ARRAY_BUFFER, vboNames[vbonums]); gl.glBufferData(GL. GL_ARRAY_BUFFER, cubeVertices[i].limit() * Buffers.SIZEOF_SHORT, cubeVertices[i], GL.GL_STATIC_DRAW); gl.glVertexPointer(3, gl.GL_SHORT, 0, 0); vbonums++; gl.glEnableClientState(gl.GL_NORMAL_ARRAY); gl.glBindBuffer(GL. GL_ARRAY_BUFFER, vboNames[vbonums]); gl.glBufferData(GL. GL_ARRAY_BUFFER, cubeNormals[i].limit() * Buffers.SIZEOF_BYTE, cubeNormals[i], GL.GL_STATIC_DRAW); gl.glNormalPointer(gl.GL_BYTE, 0, 0); vbonums++; // cubeIndices[bufferCount] =cubeObject2.cubeIndices; gl.glEnableClientState(gl.GL_ELEMENT_ARRAY_BUFFER); // enable vertex indices gl.glBindBuffer(GL. GL_ARRAY_BUFFER, vboNames[vbonums]); gl.glBufferData(GL. GL_ARRAY_BUFFER, cubeIndices[i].limit() * Buffers.SIZEOF_BYTE, cubeIndices[i], GL.GL_STATIC_DRAW); // gl.glIndexPointer(gl.GL_BYTE, 0, 0); gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, vboNames[vbonums]); vbonums++; gl.glEnableClientState(gl.GL_COLOR_ARRAY); gl.glBindBuffer(GL. GL_ARRAY_BUFFER, vboNames[vbonums]); gl.glBufferData(GL. GL_ARRAY_BUFFER, cubeColors[i].limit() * Buffers.SIZEOF_FLOAT, cubeColors[i], GL.GL_STATIC_DRAW); gl.glColorPointer(4, gl.GL_FLOAT, 0, 0); vbonums++; if (cubeTexCoords != null) { gl.glEnableClientState(gl.GL_TEXTURE_COORD_ARRAY); gl.glBindBuffer(GL. GL_ARRAY_BUFFER, vboNames[vbonums]); gl.glBufferData(GL. GL_ARRAY_BUFFER, cubeTexCoords[i].limit() * Buffers.SIZEOF_SHORT, cubeTexCoords[i], GL.GL_STATIC_DRAW); gl.glTexCoordPointer(2, gl.GL_SHORT, 0, 0); /* issues an GL_INVALID_ENUM gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_INCR); } */ vbonums++; } else { gl.glDisableClientState(gl.GL_TEXTURE_COORD_ARRAY); } gl.glBindBuffer(GL. GL_ELEMENT_ARRAY_BUFFER, 0); gl.glHint(gl.GL_PERSPECTIVE_CORRECTION_HINT, gl.GL_FASTEST); gl.glMatrixMode(gl.GL_PROJECTION); gl.glLoadIdentity(); if(!innerCube) { glu.gluPerspective(90.0f, aspect, 1.0f, 100.0f); } else { gl.glOrthof(-20.0f, 20.0f, -20.0f, 20.0f, 1.0f, 40.0f); } // weird effect ..: gl.glCullFace(gl.GL_FRONT); } } |
Administrator
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What you provide isn't a SSCCE, the problem is elsewhere. Are you sure that your cubes are in your frustum? Look at the parameters passed to glOrthof and gluPerspective.
Julien Gouesse | Personal blog | Website
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Can you point me to the documentation for ortho and perspective? I looked and couldn't find it
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Administrator
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