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Скачать или смотреть Resolving glBufferData Issues: Why Context Matters in OpenGL Programming

  • vlogize
  • 2025-10-02
  • 4
Resolving glBufferData Issues: Why Context Matters in OpenGL Programming
glBufferData not working outside main functionc++openglglfwglew
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Описание к видео Resolving glBufferData Issues: Why Context Matters in OpenGL Programming

Discover the common pitfalls when using `glBufferData` outside the main function in OpenGL and learn effective solutions to fix these issues.
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This video is based on the question https://stackoverflow.com/q/63920357/ asked by the user 'Pocsan Jr' ( https://stackoverflow.com/u/4795196/ ) and on the answer https://stackoverflow.com/a/63920625/ provided by the user 'john' ( https://stackoverflow.com/u/882003/ ) at 'Stack Overflow' website. Thanks to these great users and Stackexchange community for their contributions.

Visit these links for original content and any more details, such as alternate solutions, latest updates/developments on topic, comments, revision history etc. For example, the original title of the Question was: glBufferData not working outside main function

Also, Content (except music) licensed under CC BY-SA https://meta.stackexchange.com/help/l...
The original Question post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license, and the original Answer post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license.

If anything seems off to you, please feel free to write me at vlogize [AT] gmail [DOT] com.
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Understanding the Problem: glBufferData Not Working Outside Main Function

When diving into OpenGL programming, especially using libraries like GLEW and GLFW in C+ + , you may encounter a peculiar issue: the glBufferData function works perfectly fine within the main function, but fails when placed in other methods or classes.

This can be quite frustrating for developers trying to structure their code cleanly and avoid clutter in the main function. In this post, we'll explore why this happens and how to effectively resolve the issue.

The Issue Explained

The core of the problem boils down to how you're managing your data and its size within the context of your methods. Specifically, when you attempt to use sizeof(data) inside a method, you're actually getting the size of the pointer, not the actual array size you're intending to pass. This leads to incorrect buffer data being sent to the GPU, causing your rendering to fail when moving that code out of the main function.

Solution: Properly Handling Array Size

To ensure that your glBufferData calls function correctly outside of the main function, you have two primary strategies:

1. Pass the Size as a Parameter

Instead of relying on sizeof(data), you can modify the method to accept the size of the data array as a parameter. This way, you clearly specify how many elements you're working with. Here's how you might revise the method:

[[See Video to Reveal this Text or Code Snippet]]

2. Use std::vector<float> Instead of Raw Arrays

Another effective approach is to replace raw arrays with std::vector<float>. Vectors maintain their own size information, which can simplify your function definitions and reduce the chance of errors. Here’s what it looks like:

[[See Video to Reveal this Text or Code Snippet]]

Conclusion

Managing OpenGL data correctly, particularly beyond the main function, can be tricky if you don't account for the context and the sizes of your data structures. By either passing the size as a parameter or using std::vector<float>, you can effectively resolve issues with glBufferData and create cleaner, more maintainable code.

If you ever find yourself stuck again, remember: it's often a simple oversight in data handling that's at the root of the problem. Happy coding!

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