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JD557

OpenGL Problem with Evaluators (and possibly display lists)

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Hello there.
I have a class to draw a room in openGL, using evaluators for the floor (that's part of the assignment).
In my class constructor, I build the evaluator:


vertices[0][0]=-roomX;vertices[0][1]=0;vertices[0][2]=-roomZ;
vertices[1][0]=roomX+AMP_P_CURVA;vertices[1][1]=0;vertices[1][2]=-roomZ;
vertices[2][0]=-roomX;vertices[2][1]=0;vertices[2][2]=roomZ;
vertices[3][0]=roomX+AMP_P_CURVA;vertices[3][1]=0;vertices[3][2]=roomZ;

normais[0][0]=0;normais[0][1]=1;normais[0][2]=0;
normais[1][0]=0;normais[1][1]=1;normais[1][2]=0;
normais[2][0]=0;normais[2][1]=1;normais[2][2]=0;

uvw[0][0]=0;uvw[0][1]=REPEAT_FLOOR_TEXTURE;
uvw[1][0]=REPEAT_FLOOR_TEXTURE;uvw[1][1]=REPEAT_FLOOR_TEXTURE;
uvw[2][0]=0;uvw[2][1]=0;
uvw[3][0]=REPEAT_FLOOR_TEXTURE;uvw[3][1]=0;

glEnable(GL_MAP2_VERTEX_3);
glEnable(GL_MAP2_NORMAL);
glEnable(GL_MAP2_TEXTURE_COORD_2);
glMap2f(GL_MAP2_VERTEX_3,0.0,1.0,3,2,0.0,1.0,6,2,&vertices[0][0]);
glMap2f(GL_MAP2_NORMAL,0.0,1.0,3,2,0.0,1.0,6,2,&normais[0][0]);
glMap2f(GL_MAP2_TEXTURE_COORD_2,0.0,1.0,2,2,0.0,1.0,4,2,&uvw[0][0]);



and when i generate my display list, I render it:



glEnable(GL_MAP2_VERTEX_3);
glEnable(GL_MAP2_NORMAL);
glEnable(GL_MAP2_TEXTURE_COORD_2);
glMap2f(GL_MAP2_VERTEX_3,0.0,1.0,3,2,0.0,1.0,6,2,&vertices[0][0]);
glMap2f(GL_MAP2_NORMAL,0.0,1.0,3,2,0.0,1.0,6,2,&normais[0][0]);
glMap2f(GL_MAP2_TEXTURE_COORD_2,0.0,1.0,2,2,0.0,1.0,4,2,&uvw[0][0]);

// Chao
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_chao_shininess);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_chao_specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_chao_diffuse);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_chao_ambient);


glBindTexture(GL_TEXTURE_2D,texture_floor);
glMapGrid2f(SLICES_FLOOR_U,0.0,1.0,SLICES_FLOOR_V,0.0,1.0);
glEvalMesh2(GL_FILL,0,SLICES_FLOOR_U,0,SLICES_FLOOR_V);



My problem is that, as you can see, I'm generating the evaluator again in the display list. If I don't do that it won't render my evaluator.
I tried moving the code from the constructor and put it right before the glNewList() and it won't work (if I put it immediately after, it starts working).
I also tried put the glEvalMesh2 outside the displayList. Still doesn't work.
Any ideas?

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