One change would be you in your variables:
xmesh[number_of_points][3] = {{x,y,z}};
ymesh[number_of_points][3] = {{x,y,z}};
zmesh[number_of_points][3] = {{x,y,z}};
normal[number_of_triangles] = {{x,y,z}};
color[number_of_points][3] = {{r,g,b},…,{r,g,b}};
// there maybe some error’s I did this off the top of my head… but should give you an idea.
glBegin(GL_TRIANGLE_STRIP);
for(i=0;i <= number_of_points;i++) // number of points to process
{
glColor4fv( color[i] );
glNormal3fv( normal[i] );// maybe add another loop to process normal on a per triangle basis.
glVertex3f(xmesh[i], ymesh[i], zmesh[i] );
}
glEnd();
Hope this helps
Originally posted by fcoutel:
[b]Hi!
I have defined a plane with a specific mesh. I have created the following arrays:
xmesh[i][j];
ymesh[i][j];
zmesh[i][j] where i=0,dim1-1 j=0,dim2-1
colors are in ColorP[k][i][j]; where k=0,2 (red, green, blue)
normals are in Normal[l][i][j] where l=0,2
Now I would like to display those points with associated colors and normals using TRIANGLE_STRIP, can someone help me do this?
Thanks,[/b]
[This message has been edited by nexusone (edited 09-10-2002).]