I am trying to use an array of floats for my verticies in OpenGLES 2.0 on Android instead of a FloatBuffer but When I do I glDrawArrays gives the error 0x502 or GL_INVALID_OPERATION.
I do not get this error and everything works fine when I use FloatBuffers.
I have read that this error is normally caused by a program not being set. I only use one shader program and I set it when everything initialized.
Here is my code
public class LineEngine {
private static final float[] IDENTIY = new float[16];
private float[] mLinePoints;
private float[] mLineColors;
private int mCount;
public LineEngine(int maxLines) {
Matrix.setIdentityM(IDENTIY, 0);
mLinePoints = new float[maxLines * 2 * 4];
mLineColors = new float[maxLines * 2 * 4];
reset();
}
public void addLine(float[] position, float[] color) {
int offset = mCount * 2 * 4;
System.arraycopy(position, 0, mLinePoints, offset, 8);
System.arraycopy(color, 0, mLineColors, offset, 4);
System.arraycopy(color, 0, mLineColors, offset + 4, 4);
mCount++;
}
public void reset() {
mCount = 0;
}
public void draw() {
if (mCount > 0) {
GraphicsEngine.setMMatrix(IDENTIY);
GraphicsEngine.setColors(mLineColors);
GraphicsEngine.setVertices4d(mLinePoints);
GraphicsEngine.disableTexture();
GLES20.glDrawArrays(GLES20.GL_LINES, 0, mCount * 2);
int error = GLES20.glGetError();
if (error != 0)
Log.e("OpenGL", "Draw " + error); // Prints error 1282
GraphicsEngine.disableColors();
reset();
}
}
}
This code works fine with no errors
public class LineEngine {
private static final float[] IDENTIY = new float[16];
private FloatBuffer mLinePoints;
private FloatBuffer mLineColors;
private int mCount;
public LineEngine(int maxLines) {
Matrix.setIdentityM(IDENTIY, 0);
ByteBuffer byteBuf = ByteBuffer.allocateDirect(maxLines * 2 * 4 * 4);
byteBuf.order(ByteOrder.nativeOrder());
mLinePoints = byteBuf.asFloatBuffer();
byteBuf = ByteBuffer.allocateDirect(maxLines * 2 * 4 * 4);
byteBuf.order(ByteOrder.nativeOrder());
mLineColors = byteBuf.asFloatBuffer();
reset();
}
public void addLine(float[] position, float[] color) {
mLinePoints.put(position, 0, 8);
mLineColors.put(color, 0, 4);
mLineColors.put(color, 0, 4);
mCount++;
}
public void reset() {
mLinePoints.position(0);
mLineColors.position(0);
mCount = 0;
}
public void draw() {
if (mCount > 0) {
mLinePoints.position(0);
mLineColors.position(0);
GraphicsEngine.setMMatrix(IDENTIY);
GraphicsEngine.setColors(mLineColors);
GraphicsEngine.setVertices4d(mLinePoints);
GraphicsEngine.disableTexture();
GLES20.glDrawArrays(GLES20.GL_LINES, 0, mCount * 2);
int error = GLES20.glGetError();
if (error != 0)
Log.e("OpenGL", "Draw " + error); // no errors
GraphicsEngine.disableColors();
reset();
}
}
}
The related GraphicsEngine code is here
public static void setVertices4d(FloatBuffer vertices) {
GLES20.glVertexAttribPointer(aVertexHandle, 4, GLES20.GL_FLOAT, false,
16, vertices);
GLES20.glEnableVertexAttribArray(aVertexHandle);
mState.shape = -1;
}
public static void setVertices4d(float[] vertices) {
GLES20.glVertexAttrib4fv(aVertexHandle, vertices, 0);
GLES20.glEnableVertexAttribArray(aVertexHandle);
mState.shape = -1;
}
public static void setColors(FloatBuffer colors){
GLES20.glVertexAttribPointer(aColor, 4, GLES20.GL_FLOAT, false,
16, colors);
GLES20.glEnableVertexAttribArray(aColor);
GLES20.glUniform1i(GraphicsEngine.uEnableColors, 1);
}
public static void setColors(float[] colors){
GLES20.glVertexAttrib4fv(aColor, colors, 0);
GLES20.glEnableVertexAttribArray(aColor);
GLES20.glUniform1i(GraphicsEngine.uEnableColors, 1);
}
I don't want to use FloatBuffers because they are slower to change than an array of floats.
You don't have a choice but to use FloatBuffers for this code.
Your
setVertices4d
method which takes afloat[]
is broken, you cannot use glVertexAttrib4fv in that way. glVertexAttrib4 only specifies a single vertex, and using the v version just passes the values of an attribute as an array to that single vertex, it doesn't set up a vertex array similar to the pointer functions.