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PC-maniak

OpenGL OpenGL - render a polygon using vertex and index buffers with offsets SOLVED

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PC-maniak    122
Hi! I have some beginner's problem. Can anybody explain me how to render polygon with vertex and index buffer with start offset? I want to render Quake III BSP using triangle list. I have start_vertex, num_verts, start_index and num_indices. Using DirectX it looks like this: g_pD3DDevice->DrawIndexedPrimitive (D3DPT_TRIANGLELIST, m_pFaces[i].vertex, 0, m_pFaces[i].n_verts, m_pFaces[i].index, m_pFaces[i].n_indexes); [Edited by - PC-maniak on November 25, 2007 4:05:24 PM]

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Trenki    345
Firt I think you would have to pass m_pFaces[i].n_indexes/3 as the last parameter to your DX call as that specifies the number of primitives and not indexes.

In OpenGL there is no real notion of a base vertex. You would simply have to set your vertex array pointers through gl*Pointer calls to the base vertex then draw with glDrawElements or glDrawRangeElements.

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Trenki    345
You specify the index buffer start position e.g. in the last parameter to the call to glDrawElements, where you pass a pointer to the indices.

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PC-maniak    122
I managed to write this code, but nothing is rendered:

glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, sizeof(TBspVertex), &m_ptBspVertex[p_bsp_face->i_start_vert_index].pf_position);
glDrawElements(GL_TRIANGLES, p_bsp_face->i_num_indices, GL_INT, &m_ptIndices[p_bsp_face->i_start_index]);

m_ptIndices are type of int.

What I am doing wrong?

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Trenki    345
At first glance it seems correct, but it really depends on the numbers inside the values and the arrays. For instance the indices inside m_ptIndices should have values from 0 to i_num_indices at most.

I assume m_ptBspVertex is the vertex array and p_bsp_face->i_start_vert_index is the index of the base vertex. If so the call to glVertexPointer looks correct at first sight.

If p_bsp_face->i_start_index is the index offset and m_ptIndices the array of all indices then this call also looks correct.

Maybe there is some logic error hidden somewhere which depends on the actual values in the arrays.

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V-man    813
Look at
http://opengl.org/sdk/docs/man/

and look for glDrawElements.
It says

type


Specifies the type of the values in indices. Must be one of
GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or
GL_UNSIGNED_INT.

indices

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