c++ - Trouble with rendering from VBO -


i have vbo, ibo , vao set so:

void createvbo() {     // create ibo , vbo data     gluint* ibodata = new gluint[m_zindexcount];     vertex* vbodata = new vertex[m_zvertexcount];      int ibopos = 0;     int vbopos = 0;      // create vbo , ibo     for(int = 0; < m_zfragmap[0x36]; i++)     {         // copy data ibo         memcpy(&ibodata[ibopos], m_zmeshes[i]->m_indices, m_zmeshes[i]->m_polycount * 3 * sizeof(gluint));//sizeof(*zonemeshes[i].indices));          // advance position         ibopos += m_zmeshes[i]->m_polycount * 3;          // copy data vbo         memcpy(&vbodata[vbopos], m_zmeshes[i]->m_vertices, m_zmeshes[i]->m_vertcount * sizeof(vertex));//sizeof(*zonemeshes[i].vertices));          // advance position         vbopos += m_zmeshes[i]->m_vertcount;     }      glgenbuffers(1, &m_zvbo);     glbindbuffer(gl_array_buffer, m_zvbo);     glbufferdata(gl_array_buffer, m_zvertexcount * sizeof(vertex), vbodata, gl_static_draw);     glbindbuffer(gl_array_buffer, 0);      glgenbuffers(1, &m_zibo);     glbindbuffer(gl_element_array_buffer, m_zibo);     glbufferdata(gl_element_array_buffer, m_zindexcount * sizeof(gluint), ibodata, gl_static_draw);     glbindbuffer(gl_element_array_buffer, 0);      // create vao     glgenvertexarrays(1, &m_zvao);     glbindvertexarray(m_zvao);     glbindbuffer(gl_array_buffer, m_zvbo);     glenablevertexattribarray(0);     glvertexattribpointer(0, 3, gl_float, gl_false, sizeof(vertex), 0);     glenablevertexattribarray(1);     glvertexattribpointer(1, 3, gl_float, gl_false, sizeof(vertex), buffer_offset(sizeof(float) * 3));     glenablevertexattribarray(2);     glvertexattribpointer(2, 2, gl_float, gl_false, sizeof(vertex), buffer_offset(sizeof(float) * 6));     glenablevertexattribarray(3);     glvertexattribpointer(3, 4, gl_float, gl_false, sizeof(vertex), buffer_offset(sizeof(float) * 8));     glbindbuffer(gl_element_array_buffer,m_zibo);     glbindvertexarray(0);  } 

i have output data in vbo , ibo data , has copies correctly.

i send camera matrix shader(i have tested simple triangle , has worked).

here render (shader set , working):

// bind vao glbindvertexarray(zone->m_zvao);  gldrawelements(gl_triangles, zone->m_zindexcount, gl_unsigned_int, (void*)(0)); 

it looks there problem in copying ibo or vbo. see fishy code?


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