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One way list into glVertexPointer

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#1 WiredCat   Members   

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Posted 24 January 2013 - 11:03 AM

struct VertexDynArrayElement {
public:
t3dpoint p;
t3dpoint c;
float 	 a;
textpoint uv;

double VERTEX_R;
double VERTEX_G;
double VERTEX_B;



int VERTEX_Cr;
int VERTEX_Cg;
int VERTEX_Cb;

VertexDynArrayElement * next;
VertexDynArrayElement * prev;
bool blank;
VertexDynArrayElement() {
 prev = NULL;
 next = NULL;
 blank = true;
					 	}
};

 

i want to put this into glvertexpointer or is it any other way to speed up rendering instead of using glbegin glend.

Cheers :}



#2 RobTheBloke   Members   

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Posted 24 January 2013 - 11:16 AM

VertexDynArrayElement* data = getSomePtr();

glVertexPointer( 3, GL_FLOAT, sizeof(VertexDynArrayElement), &data->p );

You might want to investigate glVertexAttribPointer instead though....



#3 WiredCat   Members   

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Posted 24 January 2013 - 11:36 AM

well i do not understand how &data->p will tell glVertexPointer that next array element is in the 'next' variable

 

can you tell me more thing about how to use glVertexAttribPointer in this case? thank you



#4 Brother Bob   Moderators   

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Posted 24 January 2013 - 11:47 AM

OpenGL can only use attributes stored linearly in memory and cannot read non-linear data structures.



#5 RobTheBloke   Members   

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Posted 24 January 2013 - 11:49 AM

Ahh, missed that bit! It won't. It's glBegin/glEnd for you....

linked lists do not make good data structures for OpenGL/D3D. You only really have the choice of:

 

Arrays,

Arrays,

or Arrays.






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