when using vertex arrays, the stride value for glColorPointer seems to have NO EFFECT.
all the color values are just taken as if the stride was 0.
this is a problem as i was trying to have vertex and texture data in the same array.
is this actually a bug?
is there any way to actually set the stride value for the colorpointer?
bug in OpenGL?
Started by core114, Aug 03 2001 11:59 AM
9 replies to this topic
Ad:
#2 Moderators - Reputation: 1087
Posted 03 August 2001 - 03:24 PM
I''m not sure of exactly what you''re doing, but if you think it''s a bug it would be in your video drivers not in OpenGL.
[Resist Windows XP''s Invasive Production Activation Technology!]
[Resist Windows XP''s Invasive Production Activation Technology!]
#3 Moderators - Reputation: 1315
Posted 03 August 2001 - 03:40 PM
OpenGL has no bugs... Only faulty users.
------------------------------
Trent (ShiningKnight)
E-mail me
OpenGL Game Programming Tutorials
------------------------------
Trent (ShiningKnight)
E-mail me
OpenGL Game Programming Tutorials
#4 Members - Reputation: 122
Posted 03 August 2001 - 04:05 PM
the problem is:
glVertexPointer(3, GL_FLOAT, sizeof(gl_array_data), (GLvoid *)(&draw_map_array[0].vertex[0]));
glColorPointer(3, GL_FLOAT, sizeof(gl_array_data), (GLvoid *)(&draw_map_array[0].color[0]));
glTexCoordPointer(2, GL_FLOAT, sizeof(gl_array_data), (GLvoid *)(&draw_map_array[0].texcoord[0]));
now if you look at them they all seem basicly the same.
however, the 3rd value for glColorPointer has NO effect whatsoever. the rest work fine.
i am using the standard .h and .lib files that come from opengl.org
i'm not a faulty user, if you must see more code...
struct gl_array_data
{
float vertex[3];
float color[3];
float texcoord[2];
};
gl_array_data draw_map_array[MAPX*2+16];
and yes i did enable the stuff, and the other two pointers work fine.
also, OpenGL does have known bugs.
Edited by - core114 on August 3, 2001 11:07:26 PM
Edited by - core114 on August 3, 2001 11:10:09 PM
glVertexPointer(3, GL_FLOAT, sizeof(gl_array_data), (GLvoid *)(&draw_map_array[0].vertex[0]));
glColorPointer(3, GL_FLOAT, sizeof(gl_array_data), (GLvoid *)(&draw_map_array[0].color[0]));
glTexCoordPointer(2, GL_FLOAT, sizeof(gl_array_data), (GLvoid *)(&draw_map_array[0].texcoord[0]));
now if you look at them they all seem basicly the same.
however, the 3rd value for glColorPointer has NO effect whatsoever. the rest work fine.
i am using the standard .h and .lib files that come from opengl.org
i'm not a faulty user, if you must see more code...
struct gl_array_data
{
float vertex[3];
float color[3];
float texcoord[2];
};
gl_array_data draw_map_array[MAPX*2+16];
and yes i did enable the stuff, and the other two pointers work fine.
also, OpenGL does have known bugs.
Edited by - core114 on August 3, 2001 11:07:26 PM
Edited by - core114 on August 3, 2001 11:10:09 PM
#5 Moderators - Reputation: 1087
Posted 03 August 2001 - 04:10 PM
Well, if you''re convinced it''s a bug (I''m not an expert on the stuff you''re using, so I can''t say if you''re using it incorrectly or anything off the top of my head) try to use it on someone else''s computer. The more different their machine is, the better.
[Resist Windows XP''s Invasive Production Activation Technology!]
[Resist Windows XP''s Invasive Production Activation Technology!]
#7 Anonymous Poster_Anonymous Poster_* Guests - Reputation:
Posted 03 August 2001 - 07:54 PM
No no; you ARE a faulty user. Now stop complaining.
#8 Members - Reputation: 122
Posted 05 August 2001 - 01:31 PM
i don''t have lighting enabled,
it does exactly the same thing when i use interleaved arrays.
on another computer, it worked exactly as it should...
perhaps i just have some awful opengl drivers
now this just leavs me wondering if there is a simple way to test if drivers do what they are supposed to, is there some utility to do test them?
it does exactly the same thing when i use interleaved arrays.
on another computer, it worked exactly as it should...
perhaps i just have some awful opengl drivers
now this just leavs me wondering if there is a simple way to test if drivers do what they are supposed to, is there some utility to do test them?
#9 Moderators - Reputation: 1087
Posted 05 August 2001 - 01:41 PM
Not that I know of. The only way I''ve found of testing the drivers is by trying your program on a computer with different ones (which normally implies a different video card, but not always).
[Resist Windows XP''s Invasive Production Activation Technology!]
[Resist Windows XP''s Invasive Production Activation Technology!]
#10 Anonymous Poster_Anonymous Poster_* Guests - Reputation:
Posted 05 August 2001 - 04:14 PM
There are different software packages that are used for OpenGL compliance testing to get the SGI ''fully OpenGL compliant'' certificates for OpenGL drivers. It would be rather interesting to get those, but I think they are SGI inhouse only.






