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Vertex pointers - Coming up empty handed

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I've got some vertex pointer code down that's supposed to be drawing a cube to the screen. However, when I run it, I come up empty handed. It's based on the NeHe VBO code. Each draw cycle it does the following: if(g_fVBOSupported) { glBindBufferARB(GL_ARRAY_BUFFER_ARB, g_pMesh->m_nVBOVertices); glVertexPointer(3, GL_FLOAT, 0, (char*)NULL); glBindBufferARB(GL_ARRAY_BUFFER_ARB, g_pMesh->m_nVBOTexCoords); glTexCoordPointer(2, GL_FLOAT, 0, (char*)NULL); } else { glVertexPointer(3, GL_FLOAT, 0, g_pMesh->m_pVertices); glTexCoordPointer(2, GL_FLOAT, 0, g_pMesh->m_pTexCoords); } glDrawArrays(GL_TRIANGLES, 0, g_pMesh->m_nVertexCount); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); Now, though this is code for a VBO with vertex pointer fallback, on my computer I find after querying for the VBO extension, I really don't have it. I don't know if that's because I haven't kept some files to date or because my hardware isn't particularly good - which is entirely possible, because I am on a Tablet PC. The thing is, after calling glDrawArrays, my screen is still black. The only other relevant code is for the setup of g_pMesh->m_nVBOVertices and g_pMesh->m_nVBOTexCoords, so I'll give you that as well. m_nVertexCount = 36; // 3 verts * 2 tris * 6 faces m_pVertices = new CVec[m_nVertexCount]; m_pTexCoords = new CTexCoord[m_nVertexCount]; m_pVertices[0].x = -1.0f; m_pVertices[0].y = -1.0f; m_pVertices[0].z = 1.0f; m_pTexCoords[0].u = 0.0f; m_pTexCoords[0].v = 0.0f; m_pVertices[1].x = 1.0f; m_pVertices[1].y = -1.0f; m_pVertices[1].z = 1.0f; m_pTexCoords[1].u = 1.0f; m_pTexCoords[1].v = 0.0f; ... This goes on for a while, but I'll skip the rest. If anyone really cares to know, I copied the numbers for the cube from NeHe's texture map tutorial. Does anyone have any idea? Thanks for your time, Josh

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Nevermind...

glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);

Duh. Sorry.

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