Just to give an answer for anyone finding this later. On 21 Dec 2010, at 20:20, Dave Baldwin wrote:
> I have an openGL program that works if I use vertex arrays to store the > geometry data, but if I convert it to use an openGL vertex buffer object then > nothing is drawn. Has anyone got vertex buffer objects to work with MacRuby? > I am using 0.8 on 10.6.4 > > (In OpenGL a vertex buffer object just holds geometry but on the graphics > card so for large amounts of geometry will be significantly faster than a > vertex array where the geometry is held in the client's memory and copied to > the graphics card every time it is drawn). > > The code is: > > @vbo_buffer = Pointer.new('f', 1000) > ... # initialise with vertex data (BYTES_IN_BUFFER > set up with the size of the vertex data) > > # Get a buffer object id > cubeVBO = Pointer.new_with_type('I', 1) > glGenBuffers(1, cubeVBO) > @cubeVBO = cubeVBO[0] > > glBindBuffer(GL_ARRAY_BUFFER, @cubeVBO) > > # The vertex buffer object can be initialised in > several ways > case vbo_method > when :writeOnAllocate > # This call will allocate the vertex > buffer object and initialise it from @vbo_buffer > glBufferData(GL_ARRAY_BUFFER, > BYTES_IN_BUFFER, @vbo_buffer, GL_STATIC_DRAW) > when :writeAfterAllocate > nullPtr = Pointer.new("^I") > # This call will allocate the vertex > buffer object but not initialise it. > glBufferData(GL_ARRAY_BUFFER, > BYTES_IN_BUFFER, nullPtr, GL_STATIC_DRAW) > # Now initialise it. > glBufferSubData(GL_ARRAY_BUFFER, 0, > BYTES_IN_BUFFER, @vbo_buffer) > when :mapAfterAllocate > nullPtr = Pointer.new("^I") > # This call will allocate the vertex > buffer object but not initialise it. > glBufferData(GL_ARRAY_BUFFER, > BYTES_IN_BUFFER, nullPtr, GL_STATIC_DRAW) > # Get a pointer to the allocated buffer > and copy the data over manually. > buffer = glMapBuffer(GL_ARRAY_BUFFER, > GL_READ_WRITE).cast!('f') > (BYTES_IN_BUFFER / 4).times {|i| > buffer[i] = @vbo_buffer[i]} # copy as floats > glUnmapBuffer(GL_ARRAY_BUFFER) > end > > Finally to draw the vertex buffer object > > glBindBuffer(GL_ARRAY_BUFFER, @cubeVBO) > > glEnableClientState(GL_VERTEX_ARRAY) > > v = Pointer.new("^c") # gives us a null pointer - > need to pass in 0 in next call > glVertexPointer(3, GL_FLOAT, v) > > glColor3f(1.0, 0.0, 0.0) > glDrawArrays(GL_QUADS, 0, 24) # 0 = start offset, 24 = number > of vertices > > > None of the three methods to load the vertex buffer object make a difference. > The other problem I will have is the colour data is interleaved in with the > vertex data so ideally I need to call: > glVertexPointer(3, GL_FLOAT, 12) > but this function needs to take a void* pointer so how do I create a pointer > with a value? > > Dave. All the methods for loading the in vertex data work fine and the only problem (as alluded to) is how to pass an integer to a C function expecting a void * pointer. There is no way to do this in MacRuby 0.8 and the only option is to write a small objective C stub to do this. One such stub looks like: - (void) glVBOVertexPointer: (GLint) size type: (GLenum) type stride: (GLsizei) stride offset:(GLint) offset { glVertexPointer(size, type, stride, (void *) offset); } and once you have built this and loaded it (see http://www.macruby.org/recipes/create-an-objective-c-bundle.html) then calling it glVBOVertexPointer(3, type: GL_FLOAT, stride: strideInBytesBetweenVertices, offset: 0) make everything work as expected. Dave. _______________________________________________ MacRuby-devel mailing list MacRuby-devel@lists.macosforge.org http://lists.macosforge.org/mailman/listinfo.cgi/macruby-devel