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Home/ Questions/Q 767321
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Editorial Team
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Editorial Team
Asked: May 14, 20262026-05-14T18:00:40+00:00 2026-05-14T18:00:40+00:00

I’m currently passing an array to a function, then attempting to use glGenBuffers with

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I’m currently passing an array to a function, then attempting to use glGenBuffers with the array that is passed to the function. I can’t figure out a way to get glGenBuffers to work with the array that I’ve passed. I have a decent grasp of the basics of pointers, but this is beyond me.

Buffers are generated (and deleted) elsewhere. I can render everything if I do it fixed, but this makes it more flexible. The current issue is “&renderArray[0]”. If I move this (everything into the function) out so that it is in the main drawing code, it works. I also have something very similar that uses a constant array working as well.

This is basically how the render code works. It’s a bit more complex, (colours using the same array idea, also not working) but the basic idea is as follows:

void drawFoo(const GLfloat *renderArray, GLuint verticeBuffer) {
    glBindBuffer(GL_ARRAY_BUFFER, verticeBuffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(renderArray)*sizeof(GLfloat), &renderArray[0], GL_STATIC_DRAW);
    glVertexPointer(2, GL_FLOAT, 0, 0);

    glEnableClientState(GL_VERTEX_BUFFER);
    glDrawArrays(GL_TRIANGLE_FAN, 0, 45);
    glDisableClientState(GL_VERTEX_BUFFEr);
}

Thanks in advance for the help

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  1. Editorial Team
    Editorial Team
    2026-05-14T18:00:40+00:00Added an answer on May 14, 2026 at 6:00 pm

    If you pass an array as a pointer, you lose its associated type information:

    GLfloat array[N];
    GLfloat* pointer = array;
    sizeof(array  ); // => sizeof(GLfloat) * N
    sizeof(pointer); // => sizeof(GLfloat*);
    

    sizeof is a compile time operator which gives you the size of the type of its operand, which in your case is GLfloat*.

    You need to pass the size of the array as an additional parameter:

    void drawFoo(const GLfloat* renderArray, size_t nFloats, GLuint verticeBuffer) {
        // ...
        glBufferData(GL_ARRAY_BUFFER, nFloats * sizeof(GLFloat), 
                     renderArray, GL_STATIC_DRAW);
    

    Also note that the &array[0] syntax is redundant, renderArray already is a pointer. Even with arrays such an expression is not needed as arrays can implicitly decay to a pointer to their first element.

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