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dmy
04-09-2000, 04:13 PM
i'm developing a realtime landscape renderer wich takes elevation data from a fractal, and since the fractal is quite complex (multifractal perlin noise) and it takes some time to sample, i've found a way to reduce sampling down to a minimum, by sampling only when is really needed.

the method i've implemented relys on a 2-dimensional wrappable buffer, and the data into the buffer MUST remain coherent all the time: my code stores values correctly, but sometime the polygons appear not as i expect.

since there are many shared vertex, every with position, color, normal, texture and fog coordinates, i use vertex arrays to let opengl do the calculation once.

to specify vertex arrays data i use gl___Pointer() family functions, and i dereference the arrays with glArrayElement().

now, does opengl leave unchanged the data into my arrays, after i have dereferenced?

i hope the answer will be yes... http://www.opengl.org/discussion_boards/ubb/wink.gif
...and i hope i was clear enough.

Dolo/\/\ightY

PS: just a note about how clever design can do for applications http://www.opengl.org/discussion_boards/ubb/smile.gif : before the renderer was running @25 fps, now it runs @130 !!

dmy
04-09-2000, 05:11 PM
ok. i've fixed the bug, and as usual it was mine... but answer the same !

Dolo/\/\ightY