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NeoGL

Vertex Range with Texture coords

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NeoGL    122
Well, Obelix, for a moment I was glad to see at least someone had an answer. but i don''t see how you can do it like you suggested.

the call for drawing the vertex array range is
glDrawElements(GL_TRIANGLES,3*m_NumTriangles,GL_UNSIGNED_INT,pVertexIndices);
I don''t see a place for texture co-ordinates in this one.

memory(pVertexIndices) is interleaved as :
// normal(x-y-z)-Vertex(x-y-z)-normal(x-y-z)...... ,
the memory is allocated with wglAllocateMemoryNV.
I don''t see a place for texture co-ordinates in this one either.

Wait a minute, do you think I should be using GL_T2F_N3F_V3F with glInterleavedArrays.....so my memory structure is now
//texture(x-y)-vertex(x-y-z)-normal(x-y-z)...
yeah that''s it....

hey Obelix,Appreciate it
thanks a lot
NeoGl

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Obelix    122
From this nvidia document
http://partners.nvidia.com/Marketing/Developer/DevRel.nsf/bookmark/D1C924B3E02A1F9B8825692E007FE245
"...define the vertex array pointers, just like normal. Use one of the
glInterleavedArrays formats, or use glVertexPointer, glNormalPointer, etc."

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