PDA

View Full Version : OnScreen 2d Coords



Crownable
07-18-2012, 06:04 PM
Hello i'm trying to get the 2d coords of a 3d model using GLIntercept

Model:
glGenBuffersARB(1,0D731264)
glBindBufferARB(GL_ARRAY_BUFFER,494)
glBufferDataARB(GL_ARRAY_BUFFER,7920,04EA9884,GL_S TATIC_DRAW)
glBindBufferARB(GL_ARRAY_BUFFER,492)
glVertexPointer(3,GL_FLOAT,24,00000000)
glEnableClientState(GL_VERTEX_ARRAY)
glBindBufferARB(GL_ARRAY_BUFFER,494)
glNormalPointer(GL_FLOAT,12,00000000)
glEnableClientState(GL_NORMAL_ARRAY)
glBindBufferARB(GL_ARRAY_BUFFER,463)
glColorPointer(4,GL_UNSIGNED_BYTE,36,0000000C)
glEnableClientState(GL_COLOR_ARRAY)
glTexCoordPointer(2,GL_FLOAT,36,0000001C)
glEnableClientState(GL_TEXTURE_COORD_ARRAY)
glBindTexture(GL_TEXTURE_2D,129)
glDrawElements(GL_TRIANGLES,96,GL_UNSIGNED_SHORT,0 0000000) Textures[ (0,11) (0,129) (0,121) (0,6) (0,10) (1,12) (1,9) (2,1) ]
glBindTexture(GL_TEXTURE_2D,130)
glDrawElements(GL_TRIANGLES,912,GL_UNSIGNED_SHORT, 000000C0) Textures[ (0,11) (0,130) (0,121) (0,6) (0,10) (1,12) (1,9) (2,1) ]
glPopMatrix()
glLightfv(GL_LIGHT2,GL_POSITION,0DD02D7C)
glLightfv(GL_LIGHT2,GL_DIFFUSE,0DD02D7C)
glLightf(GL_LIGHT2,GL_QUADRATIC_ATTENUATION,0.0000 02)
glEnable(GL_LIGHT2)
glDisable(GL_LIGHT3)
glDisable(GL_LIGHT4)
glPushMatrix()
glMultMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000 000,0.000000,0.000000,0.000000,0.000000,1.000000,0 .000000,27392.000000,-2784.000000,24832.000000,1.000000])

Perhaps i can do something with the GLdrawelements?

Let me know what i need to use