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Sponji

Member Since 14 Jan 2011
Offline Last Active Today, 07:43 AM

Posts I've Made

In Topic: Nothing visible when doing indexed drawing

21 March 2015 - 04:36 PM

So, did it work after you changed it to 6?


In Topic: Nothing visible when doing indexed drawing

21 March 2015 - 02:07 PM

You probably have face culling turned on? Without indices it goes through 0 1 2 which is counter clockwise, and with indices it goes through 1 3 2 and 1 0 3 which are clockwise.

 

Edit: Oh, and what does mesh.getInternalIndexedPrimitiveCount() return? The second parameter to glDrawElements should be the number of indices.


In Topic: Nvidia, GLSL, and Vertex Attribute locations

14 March 2015 - 04:15 AM

Sounds like you're probably not using uvCoordsOUT in the fragment shader at all and the compiler just optimizes it out?


In Topic: Render indexed data from Q3 BSP

01 March 2015 - 01:14 PM

Hmm, I'm not really sure about this, but I think you can use glDrawElementsBaseVertex instead of glDrawElements to do it like the example shows, just pass face.firstVertex in the last parameter? Btw, the last multiplication in normal attribute's offset seems to be wrong.


In Topic: Render indexed data from Q3 BSP

28 February 2015 - 02:00 PM

The last one should be correct when you're using buffers, the data is already sent to the GPU and it just tells the offset. I'm not really sure, but I think you have to multiply it by the size of unsigned int though?


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