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  1. POOutOfMemoryError issue in Vertex buffer Object (VBO)
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    <p>I'm facing problem here when moving from VAO to VBO for rendering. I'm using Android platform and using OpenGL API from JNI. Here is my snippet code</p> <pre><code>// Initialize in constructor GLuint buffer[3]; glGenBuffers(3, buffer); // In onDrawFrame(), I create draw function. // My object data will be dynamically updated during runtime so I used GL_DYNAMIC_DRAW. glBindBuffer(GL_ARRAY_BUFFER, buffer[0]); glBufferData(GL_ARRAY_BUFFER, genData.cubeNumVerts * 4, genData.vertex, GL_DYNAMIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, buffer[1]); glBufferData(GL_ARRAY_BUFFER, genData.cubeColorVerts *4, genData.colors, GL_DYNAMIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, buffer[2]); glBufferData(GL_ARRAY_BUFFER, genData.cubeNormalVerts * 4, genData.normals, GL_DYNAMIC_DRAW); if(genData.vertex == 0 || genData.normals == 0 || genData.colors == 0) LOG("Error: failed to allocate a memory"); glBindBuffer(GL_ARRAY_BUFFER, buffer[0]); glEnableVertexAttribArray(vertexHandle); glVertexAttribPointer(vertexHandle, 3, GL_FLOAT, GL_FALSE, 0,0); glBindBuffer(GL_ARRAY_BUFFER, buffer[2]); glEnableVertexAttribArray(normalHandle); glVertexAttribPointer(normalHandle, 3, GL_FLOAT, GL_FALSE, 0,0); glBindBuffer(GL_ARRAY_BUFFER, buffer[1]); glEnableVertexAttribArray(mColorHandle); glVertexAttribPointer(mColorHandle, 4, GL_FLOAT, GL_FALSE, 0,0); glDrawArrays(GL_TRIANGLES, 0, genData.cubeNumVerts); glDeleteBuffers(3, buffer); </code></pre> <p>by using this snippet code, I got OutofMemoryError when rendering. I could not figure out what might cause this error. if anyone notice the inapproriate of using VBO from this snippet code please help me.</p> <p>Thanks</p>
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