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[OpenTk] messed up triangles
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Author Summary
minsin56 is in OpenTk
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im making a voxel game and currently indices aren't being added properly or the buffers or messed up im not sure what's wrong

its mostly fixed if i use primitvetype.quads and im not sure what else to do

https://i.imgur.com/AyJQpJ0.png

the voxel data class

    public class VoxelData
    {
        public static readonly Vector3[] vertices =
        {
            new Vector3(-0.5f, 0.5f, -0.5f), new Vector3(-0.5f, 0.5f, 0.5f),
            new Vector3(-0.5f, -0.5f, -0.5f), new Vector3(-0.5f, -0.5f, 0.5f),
            //right
            new Vector3(0.5f, 0.5f, 0.5f), new Vector3(0.5f, 0.5f, -0.5f),
            new Vector3(0.5f, -0.5f, 0.5f), new Vector3(0.5f, -0.5f, -0.5f),
            //bottom
            new Vector3(-0.5f, -0.5f, 0.5f), new Vector3(0.5f, -0.5f, 0.5f),
            new Vector3(-0.5f, -0.5f, -0.5f), new Vector3(0.5f, -0.5f, -0.5f),
            //top
            new Vector3(-0.5f, 0.5f, -0.5f), new Vector3(0.5f, 0.5f, -0.5f),
            new Vector3(-0.5f, 0.5f, 0.5f), new Vector3(0.5f, 0.5f, 0.5f),
            //back
            new Vector3(0.5f, 0.5f, -0.5f), new Vector3(-0.5f, 0.5f, -0.5f),
            new Vector3(0.5f, -0.5f, -0.5f), new Vector3(-0.5f, -0.5f, -0.5f),
            //front
            new Vector3(-0.5f, 0.5f, 0.5f), new Vector3(0.5f, 0.5f, 0.5f),
            new Vector3(-0.5f, -0.5f, 0.5f), new Vector3(0.5f, -0.5f, 0.5f)

        };
        public static Vector2[] uvs =
        {
            new Vector2(0, 0), new Vector2(1, 0),
            new Vector2(0, 1), new Vector2(1, 1),
        };
        public static int[] indices =
        {
           2, 1, 0, 2, 3, 1
        };
        public static void AddVoxelToMesh(int x,int y,int z,int id,Chunk chunk)
        {
            if(id == 0)
            {
                return;
            }
            foreach(VoxelFace face in VoxelFaceHelper.Faces)
            {
                var facenormal = face.GetFaceNorm();
                if(chunk.GetVoxel(x facenormal.x,y facenormal.y,z facenormal.z) == 0)
                AddFaceToMesh(x, y, z, face, chunk);
            }
        }
        public static void AddFaceToMesh(int x,int y,int z,VoxelFace face,Chunk chunk)
        {
            int faceID = (int)face;
            int vertoffset = chunk.mesh.Vertices.Length;

            for(int i = 0; i < 4; i  )
            {
                chunk.vertices.Add(vertices[faceID * 4   i]   new Vector3(x,y,z));
                chunk.UV.Add(uvs[i]);
            }
            for(int i = 0; i < indices.Length; i  )
            {
                chunk.indices.Add((uint)indices[i]   (uint)vertoffset);
            }
        }
    }

mesh uploadtogl

            VAO = GL.GenVertexArray();
            VBO = GL.GenBuffer();
            IBO = GL.GenBuffer();
            CBO = GL.GenBuffer();
            TBO = GL.GenBuffer();

            GL.BindVertexArray(VAO);
            GL.BindBuffer(BufferTarget.ArrayBuffer, VBO);

            GL.NamedBufferStorage(VBO, Vector3.SizeInBytes * Vertices.Length, Vertices, BufferStorageFlags.MapWriteBit);

            GL.VertexArrayAttribBinding(VAO, 0, 0);
            GL.EnableVertexArrayAttrib(VAO, 0);

            GL.VertexArrayAttribFormat(VAO, 0, 3, VertexAttribType.Float, false, 0);

            GL.VertexArrayVertexBuffer(VAO, 0, VBO, IntPtr.Zero, Vector3.SizeInBytes);


            GL.BindBuffer(BufferTarget.ElementArrayBuffer, IBO);
            GL.BufferData(BufferTarget.ElementArrayBuffer, indices.Length * sizeof(uint), indices, BufferUsageHint.StaticDraw);


            GL.BindBuffer(BufferTarget.ArrayBuffer, CBO);
            GL.BufferData(BufferTarget.ArrayBuffer, Colors.Length * Vector4.SizeInBytes, Colors, BufferUsageHint.StaticDraw);
            GL.VertexAttribPointer(1, 4, VertexAttribPointerType.Float, false, 0, 0);

            GL.BindBuffer(BufferTarget.ArrayBuffer, TBO);
            GL.BufferData(BufferTarget.ArrayBuffer, UV.Length * Vector2.SizeInBytes, UV, BufferUsageHint.StaticDraw);
            GL.VertexAttribPointer(2, 2, VertexAttribPointerType.Float, false, 0, 0);

mesh draw

            GL.EnableVertexAttribArray(1);
            GL.EnableVertexAttribArray(2);

            GL.DrawArrays(PrimitiveType.Quads, 0, vertexCount * 4);
            //GL.DrawArrays(PrimitiveType.Triangles,0,vertexCount* 4);

            GL.DisableVertexAttribArray(1);
            GL.DisableVertexAttribArray(2);

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5 years ago