ok, I rewrote the code just to get something to show on the screen. this is my code:
bool CVertexArray::Init() { glLockArraysEXT = (PFNGLLOCKARRAYSEXTPROC) wglGetProcAddress("glLockArraysEXT"); glUnlockArraysEXT = (PFNGLUNLOCKARRAYSEXTPROC) wglGetProcAddress("glUnlockArraysEXT");
if(glLockArraysEXT == NULL || glUnlockArraysEXT == NULL) { return false; } return true; } |
and the render:
void CVertexArray::Render(float *pIndicies, float *pTexCoords, unsigned int iVertexCount) { glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, pIndicies);
glTexCoordPointer(2, GL_FLOAT, 0, pTexCoords);
glLockArraysEXT(0, iVertexCount);
// Render
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glUnlockArraysEXT(); } |
I plan on getting rid of redundand state changes later, but for now I just want it to work. The problem is that in the initialization both glLockArraysEXT and glUnlockArraysEXT are 0, NULL. WHY? It works fine in other programs I run. At the top of my class .cpp file I declare them:
typedef void (APIENTRY *PFNGLLOCKARRAYSEXTPROC) (int first, int count); typedef void (APIENTRY *PFNGLUNLOCKARRAYSEXTPROC) (void);
PFNGLLOCKARRAYSEXTPROC glLockArraysEXT = NULL; PFNGLUNLOCKARRAYSEXTPROC glUnlockArraysEXT = NULL; |
thanks,
Joe

Never underestimante the power of stupid people in large groups.
Edited by - Julio on August 1, 2001 1:40:47 PM
Edited by - Julio on August 1, 2001 1:42:02 PM