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[SOLVED] OpenGL giving out of memory error after glDrawArrays

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I am playing around with OpenGL and LWJGL. I have the new OpenGL Programming Guide book, and I wanted to see if I could port the first example to Java. However, I am getting a weird error. The first time glDrawArrays is called, OpenGL has an out of memory error.

I am not sure if I have something incorrectly setup in my init function. I am pretty sure my shaders are compiling fine. I am using a slight alteration of the ShaderUtil class on the wiki (http://www.lwjgl.org/wiki/index.php?title=GLSL_Utility_Class&oldid=908).

I am not sure how to debug from this point. I think I might be misunderstanding how Java handles the FloatBuffers and stuff. But so far I have not been able to determine what I am doing wrong. Can anyone help point me in the right direction? Here is my code.

Code: [Select]
package org.opengl.chapter1;

import java.nio.FloatBuffer;

import org.lwjgl.BufferUtils;
import org.lwjgl.LWJGLException;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL15;
import org.lwjgl.opengl.GL20;
import org.lwjgl.opengl.GL30;
import org.lwjgl.opengl.Util;

public class TriangleExample {

private int vao;
private float verticesData[] = {
-0.90f, -0.90f, // Triangle 1
0.85f, -0.90f,
-0.90f,  0.85f,
0.90f, -0.85f, // Triangle 2
0.90f,  0.90f,
-0.85f,  0.90f
};

private static final int NUM_VERTICES = 6;
private static final int VERT_SIZE = 2;

public void init()
{
vao = GL30.glGenVertexArrays();
GL30.glBindVertexArray(vao);

FloatBuffer vertices = BufferUtils.createFloatBuffer(NUM_VERTICES * VERT_SIZE);
vertices.put(verticesData);

int buffer = GL15.glGenBuffers();
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, buffer);
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertices, GL15.GL_STATIC_DRAW);

int program = ShaderUtils.createProgram("shaders/triangles.vert", "shaders/triangles.frag");
if (program == -1)
System.exit(1);
GL20.glUseProgram(program);

GL20.glVertexAttribPointer(0, VERT_SIZE, GL11.GL_FLOAT, false, 0, 0);
GL20.glEnableVertexAttribArray(0);
}

public void display()
{
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
GL30.glBindVertexArray(vao);
GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, NUM_VERTICES);
Util.checkGLError();
GL11.glFlush();
}

public TriangleExample()
{
try {
Display.setDisplayMode(new DisplayMode(512, 512));
Display.create();
} catch (LWJGLException e) {
e.printStackTrace();
System.exit(0);
}

init();

while (!Display.isCloseRequested()) {
display();
Display.update();
Display.sync(60);
}

Display.destroy();
}

public static void main(String args[])
{
new TriangleExample();
}

}

EDIT: The solution was the call flip() on my FloatBuffer. I need to read up on these Buffers because I am really not sure exactly what they are doing.
« Last Edit: April 08, 2013, 12:34:22 by Danikar »

Re: [SOLVED] OpenGL giving out of memory error after glDrawArrays
« Reply #1 on: April 08, 2013, 13:16:25 »
Direct buffers are for calls to things like opengl which are C. Well more or less. They are a block of memory outside the garbage collector that looks just like a C array.. that list a single chunk of memory. This cuts down on any marshalling that is needed when passing in java arrays for example.

However things like flip have nothing to do with that. Its just part of the api and lwjgl respects buffer limits and positions. They are not really anything special. In the case of flip, it goes back to the start and the limit is set to the last piece of data you wrote to it.
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