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misto

problem using VBO's and vertex arrays at the same time

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Hi guys! I'm having a problem with my game engine.. for the terrain rendering, I hold the vertices in VBO's, now i wanted to use some vertex arrays for dynamic data but it didn't work. The triangles or whatever i rendered looked very strange. After hours of debugging I deactivated all the vertex buffer object things (creation and rendering) and now the vertex arrays are working as expected. Do I somehow have to deactivate the vbo's while rendering vertex arrays? I couldn't find anything related.. so I'm asking you guys :) Does anybody have an idea? Thanks a lot! misto

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Quote:
Original post by misto
Hi guys!

I'm having a problem with my game engine.. for the terrain rendering, I hold the vertices in VBO's, now i wanted to use some vertex arrays for dynamic data but it didn't work. The triangles or whatever i rendered looked very strange. After hours of debugging I deactivated all the vertex buffer object things (creation and rendering) and now the vertex arrays are working as expected. Do I somehow have to deactivate the vbo's while rendering vertex arrays? I couldn't find anything related.. so I'm asking you guys :) Does anybody have an idea?

Thanks a lot!

misto


you are probably missing this, set the ptrs to NULL when doing regular VA's


glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);


Hope that helped

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Nv gl specs have some vbo code examples in arb_vbo section. I think gl specs should include them at the end or something.

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