I think and hope I am close to having this worked out, but I am not able to render the whole terrain correctly? I think I have it narrowed down to this
the glVertexPointer() I need to somehow offset the BUFFER_OFFSET()
I have tried this
index = 0;
//loop here
glVertexPointer(3, GL_FLOAT, vertexStride, BUFFER_OFFSET(index)); glDrawElements(GL_TRIANGLES, numberIndices, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0));
index +=vertexStride;
but that doesn’t work either??? I only get partially rendered terrain???
How big is your terrain? If you’re using GL_UNSIGNED_SHORT, then the largest terrain you can have is 255 x 255. You can’t have anything bigger. Try using GL_UNSIGNED_INT instead if you can.
I am trying to use unsigned short to stay on the fast path as Nvidia suggests.
I am sure there is some way to use a single VBO and a single IBO and just offset the various pointers to render the mesh?
a IBO of say 33x33 patch size is well with in unsigned short range. I have a working unsigned int version, but that uses one large VBO with many many IBO’s…