VBO in ortographic projection won't draw
Hi all, I'm trying to render a quad using VBOs with two components coordinates (x,y), and it's not working,
I don't see anything on screen.
I'd really appreciate a hint about this because don't know where the problem is, here is some code:
public static void render_Coords_Uv(int pDataId, int pIdxsId, int pNumLelements, int pTextureId) {
int bytes_x_vert;
int offset;
int prev_texture_name;
glPushAttrib(GL_CURRENT_BIT | GL_ENABLE_BIT | GL_POLYGON_BIT);
//glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
prev_texture_name = glGetInteger(GL_TEXTURE_BINDING_2D);
glBindTexture(GL_TEXTURE_2D, pTextureId);
ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, pDataId);
ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ELEMENT_ARRAY_BUFFER_ARB, pIdxsId);
// Bytes per vertex.
// (3 por x, y, z + 2 por u, v) * 4 bytes.
bytes_x_vert = (3 + 2) * 4;
// Offset 0: vertex x, y, and z.
offset = 0;
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, bytes_x_vert, offset);
// Offset 12: u, v.
offset = 3 * 4;
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, bytes_x_vert, offset);
// Render.
glDrawElements(GL_TRIANGLES, pNumLelements, GL_UNSIGNED_INT, 0);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
if (pTextureId != prev_texture_name)
glBindTexture(GL_TEXTURE_2D, prev_texture_name);
glPopAttrib();
}
Thanks in advance...