satan
04-02-2003, 02:13 AM
Hello everyone,
I played a little bit around with VBO but did not manage to get it working. The specs where a little over my head and my C is not really good. So could anyone tell me what my code should look like to use VBO instead of normal VA?
Actually I render my models like this:
glVertexPointer(3, GL_FLOAT, 0, VertexArray.Data);
glNormalPointer(GL_FLOAT, 0, NormalArray.Data);
glDrawRangeElements(GL_TRIANGLES,0,count-1,count,GL_UNSIGNED_INT,Model.Data);
VertexArray and NormalArray are global arrays and every Mesh has a Model array that contains the indicies pointing into the above mentioned arrays.
thx for any help
I played a little bit around with VBO but did not manage to get it working. The specs where a little over my head and my C is not really good. So could anyone tell me what my code should look like to use VBO instead of normal VA?
Actually I render my models like this:
glVertexPointer(3, GL_FLOAT, 0, VertexArray.Data);
glNormalPointer(GL_FLOAT, 0, NormalArray.Data);
glDrawRangeElements(GL_TRIANGLES,0,count-1,count,GL_UNSIGNED_INT,Model.Data);
VertexArray and NormalArray are global arrays and every Mesh has a Model array that contains the indicies pointing into the above mentioned arrays.
thx for any help