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Need help rendering

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Hi all, I just wrote a class with structures to load in a 3ds file. But now im faced with a new problem. The file is read in and all of its vertices are stored For example, a simple cube results in this: Vertices: x: 1 y: 1 z: -1 x: 1 y: -1 z: -1 x: -1 y: -1 z: -1 x: -1 y: -1 z: -1 x: -1 y: -1 z: -1 x: -1 y: -1 z: 1 x: -1 y: -1 z: 1 x: -1 y: -1 z: 1 x: 1 y: -1 z: 1 x: -1 y: 1 z: -1 x: -1 y: 1 z: -1 x: 1 y: 1 z: 1 x: -1 y: 1 z: 1 x: -1 y: 1 z: 1 (appoligies for the long text ) My problem: How do I render this in opengl?? Up until now I experimented with glBegin(glQuads) but that obviously doesnt work with this. I thought NeHe had a tutor about Vertex-Lists, or whatever its called, but I cant find it (anymore?) Please tell me how to render this data to the screen. I tried something like this: glBegin(GL_TRIANGLE_STRIP); for(int i = 0; i < test->object->vertices_count; i++) { glTexCoord2f(test->object->mapcoord.u, test->object->mapcoord[i].v); glVertex3f(test->object->vertex[i].x, test->object->vertex[i].y,test->object->vertex[i].z); } where test is a class pointer, and object holds the real data in structures. This code results in 3 triangles being drawn, but all wrong, and the other 9 are missing/invisible... [edited by - Ruudje on September 22, 2003 5:41:03 AM]

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Format you described, most likely stores only 8 needed vertices of a cube. You need to have indices to these vertices. 1 triangle has at least 3 values, index number of all 3 vertices.

...and a cube has 12 triangle face.

[edited by - User137 on September 22, 2003 7:55:16 AM]

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