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Member Since 10 Feb 2011
Offline Last Active Mar 03 2013 01:29 PM

Posts I've Made

In Topic: Texturing Problem using OpenTK/OpenGL 3.3

26 February 2013 - 07:55 PM

Visual Studio wasn't updating my .dll file, that is the cause of this problem. It is fixed now.

In Topic: Problem With VBOs

10 February 2011 - 12:37 PM

Have you stepped through line by line and verified that all your values are good and valid? Didn't forget to initialize numberofvertices or anything stupid like that?

Hah. Hah. It would have been that of course. I must've been tired or something last night, I forgot to copy number of vertices and number of indices over. That did the trick.

It's a good feeling that I knew how to do VBOs, but didn't know how to pass arguments into a function XD

Thanks for your help!

In Topic: Problem With VBOs

10 February 2011 - 12:14 PM

Ok i might not know much about this but here goes.

Doesn't the index data need to be stored in sequentially in memory? Does boost::shared_array do this? Try your vertex and index data in a std::vector<GLfloat> and std::vector<GLuint> respectively and then filter that type through the creation of the VBOs. See if that renders what you expect.

From what i am aware the latest spec of std::vector make sure that the data is in sequential order.

I am fairly sure boost::shared_array keeps contiguous memory, since you new a pointer and give it to shared_array to manage it as a smart pointer. Just for the sake of checking it though, I did change them to vectors and it still doesn't render.
Thanks for the idea, though :)

In Topic: Problem With VBOs

10 February 2011 - 02:28 AM

Oh yeah, I forgot to add that. I was checking glGetError(), and it was returning 0. I'm very baffled.

Edit: I also threw in a couple fixed function pipeline calls just to see if anything was rendering. A red triangle showed up, just as it should have.

Edit 2: I am actually using the data that I'm putting in the VBO on the FFP, and it's rendering correctly.