Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 8158763
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: June 6, 20262026-06-06T17:43:24+00:00 2026-06-06T17:43:24+00:00

This has probably something to do with my transformations, but right now I can’t

  • 0

This has probably something to do with my transformations, but right now I can’t figure this out and this is driving me instane. I have wrapped the draw code so that I can easily define new triangles. However, when I put this into a function, it just shows a grey screen. Te function code is as follows:

 public void Draw(float[] mViewMatrix, float[] mModelMatrix, float[] mProjectionMatrix, int mPositionHandle,  int mColorHandle, int mMVPMatrixHandle)
{

    long time = SystemClock.uptimeMillis() % 10000L;
    float angleInDegrees = (360.0f / 10000.0f) * ((int) time);      

    Matrix.setIdentityM(mModelMatrix, 0);
    Matrix.rotateM(mModelMatrix, 0, angleInDegrees, 0.0f, 0.0f, 1.0f);     

    aBuffer = ByteBuffer.allocateDirect(verts.length * mBytesPerFloat)
    .order(ByteOrder.nativeOrder()).asFloatBuffer();



    //aBuffer.position(mPositionOffset);
    GLES20.glVertexAttribPointer(mPositionHandle, mPositionDataSize, GLES20.GL_FLOAT, false,
            mStrideBytes, aBuffer);        

    GLES20.glEnableVertexAttribArray(mPositionHandle);        

    // Pass in the color information
    aBuffer.position(mColorOffset);
    GLES20.glVertexAttribPointer(mColorHandle, mColorDataSize, GLES20.GL_FLOAT, false,
            mStrideBytes, aBuffer);        

    GLES20.glEnableVertexAttribArray(mColorHandle);

    // This multiplies the view matrix by the model matrix, and stores the result in the MVP matrix
    // (which currently contains model * view).
    Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0);

    // This multiplies the modelview matrix by the projection matrix, and stores the result in the MVP matrix
    // (which now contains model * view * projection).
    Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0);

    GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mMVPMatrix, 0);
    GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3); 
}

The code which IS working is:

        public void onDrawFrame(GL10 glUnused) 
{
    GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);                    



    // Do a complete rotation every 10 seconds.
    long time = SystemClock.uptimeMillis() % 10000L;
    float angleInDegrees = (360.0f / 10000.0f) * ((int) time);

    // Draw the triangle facing straight on.
    Matrix.setIdentityM(mModelMatrix, 0);
    Matrix.rotateM(mModelMatrix, 0, angleInDegrees, 0.0f, 0.0f, 1.0f);        
    drawTriangle(mTriangle1Vertices);

    // Draw one translated a bit down and rotated to be flat on the ground.
    Matrix.setIdentityM(mModelMatrix, 0);
    Matrix.translateM(mModelMatrix, 0, 0.0f, -1.0f, 0.0f);
    Matrix.rotateM(mModelMatrix, 0, 90.0f, 1.0f, 0.0f, 0.0f);
    Matrix.rotateM(mModelMatrix, 0, angleInDegrees, 0.0f, 0.0f, 1.0f);        
    drawTriangle(mTriangle2Vertices);

    // Draw one translated a bit to the right and rotated to be facing to the left.
    Matrix.setIdentityM(mModelMatrix, 0);
    Matrix.translateM(mModelMatrix, 0, 1.0f, 0.0f, 0.0f);
    Matrix.rotateM(mModelMatrix, 0, 90.0f, 0.0f, 1.0f, 0.0f);
    Matrix.rotateM(mModelMatrix, 0, angleInDegrees, 0.0f, 0.0f, 1.0f);
    drawTriangle(mTriangle3Vertices);
    */

    /*
    for (int x = 0; x < staticHolder.objectList.size(); x++)
    {
        staticHolder.objectList.get(x).Draw(mViewMatrix, mModelMatrix, mProjectionMatrix, mPositionHandle, mColorHandle, mMVPMatrixHandle);
    }
    */
}   

/**
 * Draws a triangle from the given vertex data.
 * 
 * @param aTriangleBuffer The buffer containing the vertex data.
 */
private void drawTriangle(final FloatBuffer aTriangleBuffer)
{       
    // Pass in the position information
    aTriangleBuffer.position(mPositionOffset);
    GLES20.glVertexAttribPointer(mPositionHandle, mPositionDataSize, GLES20.GL_FLOAT, false,
            mStrideBytes, aTriangleBuffer);        

    GLES20.glEnableVertexAttribArray(mPositionHandle);        

    // Pass in the color information
    aTriangleBuffer.position(mColorOffset);
    GLES20.glVertexAttribPointer(mColorHandle, mColorDataSize, GLES20.GL_FLOAT, false,
            mStrideBytes, aTriangleBuffer);        

    GLES20.glEnableVertexAttribArray(mColorHandle);

    // This multiplies the view matrix by the model matrix, and stores the result in the MVP matrix
    // (which currently contains model * view).
    Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0);

    // This multiplies the modelview matrix by the projection matrix, and stores the result in the MVP matrix
    // (which now contains model * view * projection).
    Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0);

    GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mMVPMatrix, 0);
    GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3);                               
}

I am passing in the same variables and the final variables used here are initialized the same. There is some other work that happens in the function for encapsulation. Any idea why it is refusing to render in the function?

The following code loads the objects in the list:

  final float[] triangle1VerticesData = {
            // X, Y, Z, 
            // R, G, B, A
            -0.5f, -0.25f, 0.0f, 
            1.0f, 0.0f, 0.0f, 1.0f,

            0.5f, -0.25f, 0.0f,
            0.0f, 0.0f, 1.0f, 1.0f,

            0.0f, 0.559016994f, 0.0f, 
            0.0f, 1.0f, 0.0f, 1.0f};

    final float[] triangle2VerticesData = {
            // X, Y, Z, 
            // R, G, B, A
            -0.5f, -0.25f, 0.0f, 
            1.0f, 1.0f, 0.0f, 1.0f,

            0.5f, -0.25f, 0.0f, 
            0.0f, 1.0f, 1.0f, 1.0f,

            0.0f, 0.559016994f, 0.0f, 
            1.0f, 0.0f, 1.0f, 1.0f};

    // This triangle is white, gray, and black.
    final float[] triangle3VerticesData = {
            // X, Y, Z, 
            // R, G, B, A
            -0.5f, -0.25f, 0.0f, 
            1.0f, 1.0f, 1.0f, 1.0f,

            0.5f, -0.25f, 0.0f, 
            0.5f, 0.5f, 0.5f, 1.0f,

            0.0f, 0.559016994f, 0.0f, 
            0.0f, 0.0f, 0.0f, 1.0f};

    staticHolder.objectList.add(new Triangle(triangle1VerticesData));
    staticHolder.objectList.add(new Triangle(triangle2VerticesData));
    staticHolder.objectList.add(new Triangle(triangle3VerticesData));

The receiving class is:

    public class Triangle extends shape 
    {

     public Triangle(float[] data)
     {
          verts = data;
     }

     }
  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-06-06T17:43:25+00:00Added an answer on June 6, 2026 at 5:43 pm

    After the following bit of code:

    aBuffer = ByteBuffer.allocateDirect(verts.length * mBytesPerFloat).order(ByteOrder.nativeOrder()).asFloatBuffer();
    

    You must put the vertices into the buffer (otherwise, it’s blank!):

    aBuffer.put(verts);
    

    The reason this isn’t in the bit of code that works, is because those three sets of vertices’ buffers are pre-allocated, and the vertices are put into it then (at initialization). They are simply passed to the method each time, so they don’t have to be put() in again.

    On that note, you will want to avoid allocations in your Draw method, as it’s called many times per frame and could lead to slow rendering. Allocate aBuffer once, and put new vertices into it each time.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I realize this question has probably been asked numerous times, but I have not
This has probably been answered before, but I have spent some time looking and
I know this has probably already been answered, but I can't find it easily
This is probably something stupid I am missing but it has really got me
This is probably something simple but it's driving me nuts. I'm making some pagination
This has probably been answer already but I am trying to return the primary
I know this has probably been asked before but for my problem I cannot
this question has probably been asked before, but i'm stuck and i've tried a
I know this probably has been asked before but I am having issues with
I know this has been asked probably a thousand times, but I've been biting

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.