(note: im calling gldrawelements twice, once with triangles, the other with lines, this is how i saw that they all shared one origin)
Here is what my render method looks like (note i am using opengl es):
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);gl.glVertexPointer(3, GL10.GL_FLOAT, 0, fbVertices);gl.glDrawElements(GL10.GL_TRIANGLES, ((fbVertices.array().length - 1) * 3), GL10.GL_UNSIGNED_SHORT, ibIndices);gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
You can see the specific model class here (it says its c, its actually java, codepad doesnt support java yet)
or you may download the entire project here
(im using eclipse, android sdk 2.1, and opengl es)
Thanks in advance for any help, im really stuck, its quite frustrating :)
Edit: I believe that my problem is where i am calling glDrawElements and defining the size, i assumed since my floatbuffer was holding an array of each vertex, i could just pass the size of that, but then it renders about 1/3 of the points, so i tryed passing fbVertices.array().length * 3, and that seems to render all but about 2 or 3 of the points, but no matter how much i play with it, trying to add 1 or subtract one, it still renders funky ???
[Edited by - Silv3rLogic on September 28, 2010 7:20:16 PM]