Quote:Original post by Brother Bob You call glTranslate before rendering, so unless you reset the matrix somewhere else between the frames, translations will accumulate and increase the rendering distance by 5 for each frame, eventually reaching the far clip plane.
Okay, looks like someone (me) is not paying 100% attention to what he is coding!
Thanks guys.
[size="2"][size=2]Mort, Duke of Sto Helit: NON TIMETIS MESSOR -- Don't Fear The Reaper
Quote:Oh la la. Shame on you. The correct stride is 6 floats, not 3. I don't know for nts, but since i know you're an experienced GL programmer
youre correct, and to make matter worse i was doing tests on exactly this yesterday :) (mucking around with adding VBO to my engine). in my defence i was using sizeof(..)
It will be more efficient to put your vertices with data interleaved at strides of 32 bytes or 64 bytes. And this is because on contemporary hardware, the vertex cache-line size is 32 bytes.
There was some talk about this by Richard Huddy from ATI in the presentations at GDC 2005. Definitely worth a look when they discuss little tidbits like this.
edit: this advice also extends to Nvidia hardware by the way. (One of the presentations by Richard Huddy was a joint ATI/Nvidia effort).
[Edited by - FReY on September 5, 2005 7:05:35 AM]