TheBlob

05-28-2002, 10:26 AM

I´m trying to convert my *working* code for a heightfield from ImmidiateMode to Vertex Arrays, but I encounter problems (would be crazy if it worked without problems *g*).

All data is stored and precalculated in one of my classes.

Then I wanted to copy all data out of the classes into Arrays, so I can use Vertex Arrays:

Here´s my code:

float **pointData;

pointData = new float *[MAP_DIMENSION*MAP_DIMENSION];

for(int y=0; y<MAP_DIMENSION; y++)

{

for(int x=0; x<MAP_DIMENSION; x++)

{

pointData[((y)*field_dim)+(x)] = new float [3];

pointData[((y)*field_dim)+(x)][0] = heightfield[((y)*field_dim)+(x)].point.x;

pointData[((y)*field_dim)+(x)][1] = heightfield[((y)*field_dim)+(x)].point.y;

pointData[((y)*field_dim)+(x)][2] = heightfield[((y)*field_dim)+(x)].point.z;

}

}

glEnableClientState(GL_VERTEX_ARRAY);

glVertexPointer(3, GL_FLOAT, 0, pointData);

I think it´s quite clear, what I´m doing....

When I´m rendering the scene using no Vertex Arrays I´m just looping through each point with two for-loops, as I have done above.

But the problem for the Vertex Arrays is maybe that OpenGL accesses the indices in a diffrent way.

So nothing is rendered (but the performance goes down, so I guess, you just can´t see the triangles)

Has anybody an idea?? Please!!

Thanks in Advance!

All data is stored and precalculated in one of my classes.

Then I wanted to copy all data out of the classes into Arrays, so I can use Vertex Arrays:

Here´s my code:

float **pointData;

pointData = new float *[MAP_DIMENSION*MAP_DIMENSION];

for(int y=0; y<MAP_DIMENSION; y++)

{

for(int x=0; x<MAP_DIMENSION; x++)

{

pointData[((y)*field_dim)+(x)] = new float [3];

pointData[((y)*field_dim)+(x)][0] = heightfield[((y)*field_dim)+(x)].point.x;

pointData[((y)*field_dim)+(x)][1] = heightfield[((y)*field_dim)+(x)].point.y;

pointData[((y)*field_dim)+(x)][2] = heightfield[((y)*field_dim)+(x)].point.z;

}

}

glEnableClientState(GL_VERTEX_ARRAY);

glVertexPointer(3, GL_FLOAT, 0, pointData);

I think it´s quite clear, what I´m doing....

When I´m rendering the scene using no Vertex Arrays I´m just looping through each point with two for-loops, as I have done above.

But the problem for the Vertex Arrays is maybe that OpenGL accesses the indices in a diffrent way.

So nothing is rendered (but the performance goes down, so I guess, you just can´t see the triangles)

Has anybody an idea?? Please!!

Thanks in Advance!