OpenGL not rendering half the points [closed]










-1














I'm trying to build a simple y=x curve with -0.5< x <0.5 and z = 0. But for some reason, half of the x points are not rendered. I'm using point primitive to be simple, and not using any index buffer.
I checked that x values are generated correctly and are in the range, but still the positive half (0< x <0.5) is not displayed.



The code is here:
https://github.com/abhimittal664/opengl



I'm not entirely sure, but can it be due to MVP matrices? I tried experimenting with them but no use.



On an additional note, is there some way to debug problems in shader file? I am using visual studio 2017 on intel integrated graphics machine. Looks like visual studio graphics debugger is for directx only. Currently i'm just trying to debug by outputting points with different color to get visual hints.



Thanks



Edit 1:
The y = x function is in the vertex shader. The vertex buffer only has x values, with y,z = 0.










share|improve this question















closed as off-topic by genpfault, Nicol Bolas, lagom, V-rund Puro-hit, Foo Nov 12 '18 at 7:15


This question appears to be off-topic. The users who voted to close gave this specific reason:


  • "Questions seeking debugging help ("why isn't this code working?") must include the desired behavior, a specific problem or error and the shortest code necessary to reproduce it in the question itself. Questions without a clear problem statement are not useful to other readers. See: How to create a Minimal, Complete, and Verifiable example." – genpfault, Nicol Bolas, lagom, V-rund Puro-hit, Foo
If this question can be reworded to fit the rules in the help center, please edit the question.












  • y=x function is in vertex shader file. This only generates x values
    – Plutonium smuggler
    Nov 11 '18 at 22:15










  • Ah, I see. It looks like the colors are red if x > 0 and black if x < 0. If your background is black, that could explain it.
    – user1118321
    Nov 11 '18 at 22:26










  • i put the background as white. Added the color line for debugging, but if you run the code, x > 0 is not displayed, which is the problem ie blacks are visible but not red points
    – Plutonium smuggler
    Nov 11 '18 at 22:28
















-1














I'm trying to build a simple y=x curve with -0.5< x <0.5 and z = 0. But for some reason, half of the x points are not rendered. I'm using point primitive to be simple, and not using any index buffer.
I checked that x values are generated correctly and are in the range, but still the positive half (0< x <0.5) is not displayed.



The code is here:
https://github.com/abhimittal664/opengl



I'm not entirely sure, but can it be due to MVP matrices? I tried experimenting with them but no use.



On an additional note, is there some way to debug problems in shader file? I am using visual studio 2017 on intel integrated graphics machine. Looks like visual studio graphics debugger is for directx only. Currently i'm just trying to debug by outputting points with different color to get visual hints.



Thanks



Edit 1:
The y = x function is in the vertex shader. The vertex buffer only has x values, with y,z = 0.










share|improve this question















closed as off-topic by genpfault, Nicol Bolas, lagom, V-rund Puro-hit, Foo Nov 12 '18 at 7:15


This question appears to be off-topic. The users who voted to close gave this specific reason:


  • "Questions seeking debugging help ("why isn't this code working?") must include the desired behavior, a specific problem or error and the shortest code necessary to reproduce it in the question itself. Questions without a clear problem statement are not useful to other readers. See: How to create a Minimal, Complete, and Verifiable example." – genpfault, Nicol Bolas, lagom, V-rund Puro-hit, Foo
If this question can be reworded to fit the rules in the help center, please edit the question.












  • y=x function is in vertex shader file. This only generates x values
    – Plutonium smuggler
    Nov 11 '18 at 22:15










  • Ah, I see. It looks like the colors are red if x > 0 and black if x < 0. If your background is black, that could explain it.
    – user1118321
    Nov 11 '18 at 22:26










  • i put the background as white. Added the color line for debugging, but if you run the code, x > 0 is not displayed, which is the problem ie blacks are visible but not red points
    – Plutonium smuggler
    Nov 11 '18 at 22:28














-1












-1








-1







I'm trying to build a simple y=x curve with -0.5< x <0.5 and z = 0. But for some reason, half of the x points are not rendered. I'm using point primitive to be simple, and not using any index buffer.
I checked that x values are generated correctly and are in the range, but still the positive half (0< x <0.5) is not displayed.



The code is here:
https://github.com/abhimittal664/opengl



I'm not entirely sure, but can it be due to MVP matrices? I tried experimenting with them but no use.



On an additional note, is there some way to debug problems in shader file? I am using visual studio 2017 on intel integrated graphics machine. Looks like visual studio graphics debugger is for directx only. Currently i'm just trying to debug by outputting points with different color to get visual hints.



Thanks



Edit 1:
The y = x function is in the vertex shader. The vertex buffer only has x values, with y,z = 0.










share|improve this question















I'm trying to build a simple y=x curve with -0.5< x <0.5 and z = 0. But for some reason, half of the x points are not rendered. I'm using point primitive to be simple, and not using any index buffer.
I checked that x values are generated correctly and are in the range, but still the positive half (0< x <0.5) is not displayed.



The code is here:
https://github.com/abhimittal664/opengl



I'm not entirely sure, but can it be due to MVP matrices? I tried experimenting with them but no use.



On an additional note, is there some way to debug problems in shader file? I am using visual studio 2017 on intel integrated graphics machine. Looks like visual studio graphics debugger is for directx only. Currently i'm just trying to debug by outputting points with different color to get visual hints.



Thanks



Edit 1:
The y = x function is in the vertex shader. The vertex buffer only has x values, with y,z = 0.







c++ opengl rendering glm-math






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Nov 12 '18 at 2:59









genpfault

41.7k95197




41.7k95197










asked Nov 11 '18 at 22:03









Plutonium smuggler

1942515




1942515




closed as off-topic by genpfault, Nicol Bolas, lagom, V-rund Puro-hit, Foo Nov 12 '18 at 7:15


This question appears to be off-topic. The users who voted to close gave this specific reason:


  • "Questions seeking debugging help ("why isn't this code working?") must include the desired behavior, a specific problem or error and the shortest code necessary to reproduce it in the question itself. Questions without a clear problem statement are not useful to other readers. See: How to create a Minimal, Complete, and Verifiable example." – genpfault, Nicol Bolas, lagom, V-rund Puro-hit, Foo
If this question can be reworded to fit the rules in the help center, please edit the question.




closed as off-topic by genpfault, Nicol Bolas, lagom, V-rund Puro-hit, Foo Nov 12 '18 at 7:15


This question appears to be off-topic. The users who voted to close gave this specific reason:


  • "Questions seeking debugging help ("why isn't this code working?") must include the desired behavior, a specific problem or error and the shortest code necessary to reproduce it in the question itself. Questions without a clear problem statement are not useful to other readers. See: How to create a Minimal, Complete, and Verifiable example." – genpfault, Nicol Bolas, lagom, V-rund Puro-hit, Foo
If this question can be reworded to fit the rules in the help center, please edit the question.











  • y=x function is in vertex shader file. This only generates x values
    – Plutonium smuggler
    Nov 11 '18 at 22:15










  • Ah, I see. It looks like the colors are red if x > 0 and black if x < 0. If your background is black, that could explain it.
    – user1118321
    Nov 11 '18 at 22:26










  • i put the background as white. Added the color line for debugging, but if you run the code, x > 0 is not displayed, which is the problem ie blacks are visible but not red points
    – Plutonium smuggler
    Nov 11 '18 at 22:28

















  • y=x function is in vertex shader file. This only generates x values
    – Plutonium smuggler
    Nov 11 '18 at 22:15










  • Ah, I see. It looks like the colors are red if x > 0 and black if x < 0. If your background is black, that could explain it.
    – user1118321
    Nov 11 '18 at 22:26










  • i put the background as white. Added the color line for debugging, but if you run the code, x > 0 is not displayed, which is the problem ie blacks are visible but not red points
    – Plutonium smuggler
    Nov 11 '18 at 22:28
















y=x function is in vertex shader file. This only generates x values
– Plutonium smuggler
Nov 11 '18 at 22:15




y=x function is in vertex shader file. This only generates x values
– Plutonium smuggler
Nov 11 '18 at 22:15












Ah, I see. It looks like the colors are red if x > 0 and black if x < 0. If your background is black, that could explain it.
– user1118321
Nov 11 '18 at 22:26




Ah, I see. It looks like the colors are red if x > 0 and black if x < 0. If your background is black, that could explain it.
– user1118321
Nov 11 '18 at 22:26












i put the background as white. Added the color line for debugging, but if you run the code, x > 0 is not displayed, which is the problem ie blacks are visible but not red points
– Plutonium smuggler
Nov 11 '18 at 22:28





i put the background as white. Added the color line for debugging, but if you run the code, x > 0 is not displayed, which is the problem ie blacks are visible but not red points
– Plutonium smuggler
Nov 11 '18 at 22:28













1 Answer
1






active

oldest

votes


















1














Extracted from the link to your code:



//Vertex buffer definition
struct vertex
glm::vec3 position;
glm::vec3 color;
;


and



void populate_vertex_buffer(vertex* vertices, int n_vertices) {
...
for (int x = 0; x < n_vertices; x++) {
count = -0.5f + (1.f / n_vertices)*(float)x;
vertices[x].position = glm::vec3((-0.5f + (1.f / n_vertices)*(float)x), 0, 0);
vertices[x].color = glm::vec3(0.0, 0.0, 0.0);
...


So data in the buffer is XYZRGBXYZRGBXYZRGB...... with Y,Z,R,G,B all = 0)



You tell the driver how to read this buffer:



glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
...
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)offsetof(vertex, color));


Pay attention to the second glVertexAttribPointer. It tells that the second attribute (vc in your VS) starts at position offsetof(vertex, color) and then each color is contiguous to previous (the fifth param = 0). That is good for a buffer data like XYZXYZXYZ......RGBRGBRGBRGB...



I think the read instructions would be



glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6*sizeof(float), NULL);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6*sizeof(float), 3*sizeof(float);


where the 6 comes from six values XYZRGB between two same attributes.






share|improve this answer




















  • Thanks. That did it. I did not know this, so definitely new info
    – Plutonium smuggler
    Nov 12 '18 at 4:10

















1 Answer
1






active

oldest

votes








1 Answer
1






active

oldest

votes









active

oldest

votes






active

oldest

votes









1














Extracted from the link to your code:



//Vertex buffer definition
struct vertex
glm::vec3 position;
glm::vec3 color;
;


and



void populate_vertex_buffer(vertex* vertices, int n_vertices) {
...
for (int x = 0; x < n_vertices; x++) {
count = -0.5f + (1.f / n_vertices)*(float)x;
vertices[x].position = glm::vec3((-0.5f + (1.f / n_vertices)*(float)x), 0, 0);
vertices[x].color = glm::vec3(0.0, 0.0, 0.0);
...


So data in the buffer is XYZRGBXYZRGBXYZRGB...... with Y,Z,R,G,B all = 0)



You tell the driver how to read this buffer:



glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
...
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)offsetof(vertex, color));


Pay attention to the second glVertexAttribPointer. It tells that the second attribute (vc in your VS) starts at position offsetof(vertex, color) and then each color is contiguous to previous (the fifth param = 0). That is good for a buffer data like XYZXYZXYZ......RGBRGBRGBRGB...



I think the read instructions would be



glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6*sizeof(float), NULL);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6*sizeof(float), 3*sizeof(float);


where the 6 comes from six values XYZRGB between two same attributes.






share|improve this answer




















  • Thanks. That did it. I did not know this, so definitely new info
    – Plutonium smuggler
    Nov 12 '18 at 4:10















1














Extracted from the link to your code:



//Vertex buffer definition
struct vertex
glm::vec3 position;
glm::vec3 color;
;


and



void populate_vertex_buffer(vertex* vertices, int n_vertices) {
...
for (int x = 0; x < n_vertices; x++) {
count = -0.5f + (1.f / n_vertices)*(float)x;
vertices[x].position = glm::vec3((-0.5f + (1.f / n_vertices)*(float)x), 0, 0);
vertices[x].color = glm::vec3(0.0, 0.0, 0.0);
...


So data in the buffer is XYZRGBXYZRGBXYZRGB...... with Y,Z,R,G,B all = 0)



You tell the driver how to read this buffer:



glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
...
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)offsetof(vertex, color));


Pay attention to the second glVertexAttribPointer. It tells that the second attribute (vc in your VS) starts at position offsetof(vertex, color) and then each color is contiguous to previous (the fifth param = 0). That is good for a buffer data like XYZXYZXYZ......RGBRGBRGBRGB...



I think the read instructions would be



glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6*sizeof(float), NULL);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6*sizeof(float), 3*sizeof(float);


where the 6 comes from six values XYZRGB between two same attributes.






share|improve this answer




















  • Thanks. That did it. I did not know this, so definitely new info
    – Plutonium smuggler
    Nov 12 '18 at 4:10













1












1








1






Extracted from the link to your code:



//Vertex buffer definition
struct vertex
glm::vec3 position;
glm::vec3 color;
;


and



void populate_vertex_buffer(vertex* vertices, int n_vertices) {
...
for (int x = 0; x < n_vertices; x++) {
count = -0.5f + (1.f / n_vertices)*(float)x;
vertices[x].position = glm::vec3((-0.5f + (1.f / n_vertices)*(float)x), 0, 0);
vertices[x].color = glm::vec3(0.0, 0.0, 0.0);
...


So data in the buffer is XYZRGBXYZRGBXYZRGB...... with Y,Z,R,G,B all = 0)



You tell the driver how to read this buffer:



glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
...
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)offsetof(vertex, color));


Pay attention to the second glVertexAttribPointer. It tells that the second attribute (vc in your VS) starts at position offsetof(vertex, color) and then each color is contiguous to previous (the fifth param = 0). That is good for a buffer data like XYZXYZXYZ......RGBRGBRGBRGB...



I think the read instructions would be



glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6*sizeof(float), NULL);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6*sizeof(float), 3*sizeof(float);


where the 6 comes from six values XYZRGB between two same attributes.






share|improve this answer












Extracted from the link to your code:



//Vertex buffer definition
struct vertex
glm::vec3 position;
glm::vec3 color;
;


and



void populate_vertex_buffer(vertex* vertices, int n_vertices) {
...
for (int x = 0; x < n_vertices; x++) {
count = -0.5f + (1.f / n_vertices)*(float)x;
vertices[x].position = glm::vec3((-0.5f + (1.f / n_vertices)*(float)x), 0, 0);
vertices[x].color = glm::vec3(0.0, 0.0, 0.0);
...


So data in the buffer is XYZRGBXYZRGBXYZRGB...... with Y,Z,R,G,B all = 0)



You tell the driver how to read this buffer:



glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
...
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)offsetof(vertex, color));


Pay attention to the second glVertexAttribPointer. It tells that the second attribute (vc in your VS) starts at position offsetof(vertex, color) and then each color is contiguous to previous (the fifth param = 0). That is good for a buffer data like XYZXYZXYZ......RGBRGBRGBRGB...



I think the read instructions would be



glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6*sizeof(float), NULL);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6*sizeof(float), 3*sizeof(float);


where the 6 comes from six values XYZRGB between two same attributes.







share|improve this answer












share|improve this answer



share|improve this answer










answered Nov 12 '18 at 1:11









Ripi2

4,2731825




4,2731825











  • Thanks. That did it. I did not know this, so definitely new info
    – Plutonium smuggler
    Nov 12 '18 at 4:10
















  • Thanks. That did it. I did not know this, so definitely new info
    – Plutonium smuggler
    Nov 12 '18 at 4:10















Thanks. That did it. I did not know this, so definitely new info
– Plutonium smuggler
Nov 12 '18 at 4:10




Thanks. That did it. I did not know this, so definitely new info
– Plutonium smuggler
Nov 12 '18 at 4:10



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