Quarter of texture missing

I have a very simple vertex shader that largely emulates the fixed pipeline. The fixed pipeline works fine but I can’t get my vertex program to work properly. It works but 1/4 of the rendered textures are missing. I’m using GLM to create the necessary matrices. I’m rendering simple quads.

[I’d put an image here but this website says that .jpg isn’t a valid image!]

Here is the setup code for the matrices and the vertex structures:

static float vertex_coordinates[] =
    -0.5f, +0.5f,    +0.5f, +0.5f,
    -0.5f, -0.5f,    +0.5f, -0.5f
static float texture_coordinates[] =
    0.0f, 1.0f,        1.0f, 1.0f,
    0.0f, 0.0f,        1.0f, 0.0f

void create_vertex_attribute(const char *attribute, float *attribute_data, size_t data_size)
    GLuint attribute_buffer_id;
    GLint location;

    location = get_vertex_attribute_location(attribute);
    generate_and_bind_opengl_object(GL_ARRAY_BUFFER, &attribute_buffer_id);
    glBufferData(GL_ARRAY_BUFFER, data_size, attribute_data, GL_STATIC_DRAW);

        location,        // vertex_attribute_location
        2, GL_FLOAT,    // two floats per vertex
        GL_FALSE,        // don't normalize
        0,                // stride (packed)
        (GLubyte*)NULL    // no offset
    OpenGL_error_check(__FILE__, __LINE__, __FUNC__);

void setup_vertex_shader_pipeline(void)
    mat4 ortho_matrix;
    GLint viewport[4];

    glGetIntegerv(GL_VIEWPORT, viewport);

    set_uniform_variable(GL_BOOL, "use_vertex_shader_pipeline", GL_TRUE);

    // creates a matrix for projecting two-dimensional coordinates onto the screen.
    ortho_matrix = glm::ortho(0.0f, (float)viewport[2], 0.0f, (float)viewport[3], -1.0f, +1.0f);
    set_uniform_matrix4_variable("ortho_matrix", ortho_matrix);

    generate_and_bind_opengl_object(GL_VERTEX_ARRAY, &vertex_array_object_handle);
    create_vertex_attribute("vertex_coordinates", vertex_coordinates, sizeof(vertex_coordinates));
    create_vertex_attribute("texture_coordinates", texture_coordinates, sizeof(texture_coordinates));

    OpenGL_error_check(__FILE__, __LINE__, __FUNC__);
    printf("	GLSL vertex shader pipeline setup

void OpenGL_GLM_render_tile(TILE *tile)
    mat4 translation_matrix, rotation_matrix, scale_matrix;

    translation_matrix    = glm::translate(glm::mat4(1.0f), glm::vec3((float)tile->x, (float)tile->y, 0.0f));
    // the tile angle is in radians for GLM and rotates about z-axis
    rotation_matrix        = glm::rotate(glm::mat4(1.0), (float)tile->angle, glm::vec3(0.0, 0.0, 1.0));
    scale_matrix        = glm::scale(glm::mat4(1.0), glm::vec3(tile->width * (float)tile->scale, tile->length * (float)tile->scale, 1.0));

    // have the GPU multiply these matrices to compute the transform matrix
    set_uniform_matrix4_variable("translation_matrix",    translation_matrix);
    set_uniform_matrix4_variable("rotation_matrix",        rotation_matrix);
    set_uniform_matrix4_variable("scale_matrix",        scale_matrix);

    glDrawArrays(GL_QUADS, 0, 4);

Here is the vertex shader. As you can see I can switch it from fixed pipeline to programmable very easily.

in vec2 vertex_coordinates;            // from vertex buffer object
in vec2 texture_coordinates;        // from vertex buffer object

uniform bool use_vertex_shader_pipeline;
uniform mat4 ortho_matrix;            // these are from the OpenGL GLM matrix code
uniform mat4 translation_matrix;
uniform mat4 rotation_matrix;
uniform mat4 scale_matrix;
uniform mat4 transform_matrix;

out vec2 fragment_texture_coordinates;

void main(void)
        fragment_texture_coordinates = texture_coordinates;
        // make the GPU do the matrix multiplications
        // a cascade of transformations in the appropriate order

        gl_Position    = ortho_matrix
                    * translation_matrix
                    * rotation_matrix
                    * scale_matrix
                    * vec4(vertex_coordinates, 0.0, 1.0);
        // This relies on the old fixed-pipeline facilities there is no
        // need to set up the matrix operations in the OpenGL code

        fragment_texture_coordinates = gl_MultiTexCoord0.st;
        gl_Position    = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;

I’ve been looking at this for a couple of days and can’t seem to find the problem. :doh:
Please help!

The problem is the relationship between these two:

static float vertex_coordinates[] =
-0.5f, +0.5f,
+0.5f, +0.5f,
-0.5f, -0.5f,
+0.5f, -0.5f
static float texture_coordinates[] =
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f

My nickers were in a twist :biggrin-new:

I was not treating the coordinates as a list.

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