ARB_compiled_vertex
#1
Posted 24 July 2003 - 02:11 PM
#2
Posted 25 July 2003 - 08:48 AM
#3
Posted 25 July 2003 - 11:04 AM
-Loving a Person is having the wish to see this Person happy, no matter what that means to yourself.
-No matter what it means to myself....
#4
Posted 25 July 2003 - 12:17 PM
hm, it might not be able to post it before tonight though... sry...
anyway, i hope it will be helpful
#5
Posted 26 July 2003 - 01:19 PM
#6
Posted 27 July 2003 - 09:13 AM
just load the extension and then you just have to wrap your drawing routines with calls to
glLockArraysEXT(first_element, count); glDrawElemets(...); glUnlockArraysEXT();
#7
Posted 27 July 2003 - 12:46 PM
-Loving a Person is having the wish to see this Person happy, no matter what that means to yourself.
-No matter what it means to myself....
#8
Posted 27 July 2003 - 07:57 PM
#9
Posted 28 July 2003 - 11:56 AM
#10
Posted 28 July 2003 - 12:00 PM
-----
"Human stupidity is something you can rely on." -- M.A.
"I didn't design life." -- J.G.
"It's almost finished..." -- EHD
#11
Posted 28 July 2003 - 12:42 PM
rogerdv said:
-Loving a Person is having the wish to see this Person happy, no matter what that means to yourself.
-No matter what it means to myself....
#13
Posted 28 July 2003 - 04:55 PM
on OpenGL on Nutty.org, there is a demo with source as well!!
here is the direct link..
Quote
Uses a nice trick to depth sort the transparent object.
Uses Glut.
-Loving a Person is having the wish to see this Person happy, no matter what that means to yourself.
-No matter what it means to myself....
#14
Posted 30 July 2003 - 03:39 PM
#15
Posted 30 July 2003 - 03:46 PM
#16
Posted 30 July 2003 - 04:46 PM
#17
Posted 30 July 2003 - 06:21 PM
yes, glDrawElements is an opengl drawing function it gets passed a list of indices that you want opengl to draw from a set of previously passed vertices. vertex data is passed like this. since you specifically asked for the compiled vertex array extension i assumed that you are familar with regular vertex buffers
glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, your_vertex_data_here); glDrawElements(GL_TRIANGLES, number_of_indices, GL_UNSIGNED_INT, index_data);
additionally you can also enable and pass the following data to opengl
GL_NORMAL_ARRAY
GL_COLOR_ARRAY
GL_TEXTURE_COORD_ARRAY
the names shuold be self explanatory...
#18
Posted 31 July 2003 - 08:47 PM
anubis: well-explained.
simply put, models that don't change are best placed in a vertex array.
:yes:
#19
Posted 03 August 2003 - 08:26 PM
rogerdv said:
it doesn't even help over different frames.. as locking means transformation, and in every new frame, you transform the mesh slightly different (as your camera moves..)
-Loving a Person is having the wish to see this Person happy, no matter what that means to yourself.
-No matter what it means to myself....
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