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Ilici

VBO and VertexArrays problem

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hi, i've implemented VBOs for my terrain renderer and got a big boost in FPS. but now when i try to use vertex arrays after using VBO i get weird artifacts. code using VBOs
	char* VertexPointer = BUFFER_OFFSET(0);
	char* ColorPointer = BUFFER_OFFSET(sizeof(float) * 4);
	char* TexCoordPointer = BUFFER_OFFSET(sizeof(float) * 2);

	GL.EnableClientState(GL_VERTEX_ARRAY);
	GL.EnableClientState(GL_COLOR_ARRAY);
	GL.BindBuffer(GL_ARRAY_BUFFER_ARB, VB.GetName());

	GL.SetVertexPointer(2, GL_FLOAT, sizeof(tTerrainVertex), VertexPointer);
	GL.SetColorPointer(4, GL_FLOAT, sizeof(tTerrainVertex), ColorPointer);
	GL.SetTexCoordPointer(2, GL_FLOAT, sizeof(tTerrainVertex), TexCoordPointer);

       // bind tex


	GL.DrawIndexedArrays(GL_TRIANGLE_STRIP, PATCH_SIZE * (PATCH_SIZE + 1) * 2, GL_UNSIGNED_SHORT, pPatches[offset].pIndices);


	GL.DisableClientState(GL_VERTEX_ARRAY);
	GL.DisableClientState(GL_TEXTURE_COORD_ARRAY);
	GL.DisableClientState(GL_COLOR_ARRAY);

	GL.BindBuffer(GL_ARRAY_BUFFER_ARB, 0);


code with VertexArrays:

   
	GL.EnableClientState(GL_VERTEX_ARRAY);
	GL.EnableClientState(GL_TEXTURE_COORD_ARRAY);

	GL.SetVertexPointer(2, GL_FLOAT, 0, Vertices);
	GL.SetTexCoordPointer(2, GL_FLOAT, 0, TexCoords);
	GL.DrawArrays(GL_QUADS, 0, 4);

	GL.DisableClientState(GL_VERTEX_ARRAY);
	GL.DisableClientState(GL_TEXTURE_COORD_ARRAY);

.: My Site :. [640k Should Be Enough for Anybody - Bill Gates] [Death to the gaming industry! Long live games - The Scratchware Manifesto]
/*ilici*/ [edited by - Ilici on September 24, 2003 10:46:02 AM]

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