I have been studying my code for over a month now and I have come to determin what is wrong with it. The problem has to be with the way I am sending my data to OpenGL but I cannt figure out whats wrong with the way im doing it.
Here is my render function
//render the faces
VertexBuffer** faces;
void CRender::Render()
{
//go threw all the faces and render them
for(int i=0;i<facecount;i++)
{
//set the texture
glActiveTextureARB(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, faces[i]->textureID);//set the lightmaps up glActiveTextureARB(GL_TEXTURE1_ARB); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, faces[i]->lightmapID); //set the vertex pointer for each face glVertexPointer(3, GL_FLOAT, sizeof(VertexBuffer), faces[i]->vert); //assign texture pass to point to normal texture coords glClientActiveTextureARB(GL_TEXTURE0_ARB); glTexCoordPointer(2, GL_FLOAT, sizeof(VertexBuffer), faces[i]->texcoord); //assign lightmap pass to point glClientActiveTextureARB(GL_TEXTURE1_ARB); glTexCoordPointer(2, GL_FLOAT, sizeof(VertexBuffer), faces[i]->lightmapcoord); //draw it glDrawElements(GL_TRIANGLES, faces[i]->meshvertcount, GL_UNSIGNED_INT, faces[i]->indices);
}
}
Here is my complete source incase you need to look at anything else.
Can someone please help me?
Thanks
nuke
[This message has been edited by nukem (edited 11-01-2003).]