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VBO's question

Started by June 01, 2004 11:45 AM
3 comments, last by arikMag 20 years, 6 months ago
hi, I finally have a real question. I''m using the program of reading 3ds file from the site of gametutorials (if someone familier with this program). so the method of the program is : saving array of faces - each face include three indexes(and not verticies) to another array of verticies (which contain only diffrent verticies - no tow verticies are the same - this way is saving place because there are alot of vertices which identical in the object). I read alittle about the tutorial of using VBO''s (vertex buffer). I really sure that the only way to use it is to make array of cordinates/verticies which include real values of place and not index as it is now. so what can I do without changing the 3ds reader program. thanks.
What you need is :
a) Load a model in memory
b) loop trough all of your vert. indexes and fill the buffer with them (vertices)
c) Delete the model''s memory
Red Drake
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so what you say that it''s useless to do it in the first place, right?
Is it better not to use object class at all and just load what I read from the file strieght to the VBO''s?
Sory about the delay I hawe totaly forgot that I posted to you
Yes you are right it''s usles to use class if you want to make a Vertex buffer if your model (data) is static.
If your model uses animation i think you shoud Implement a class.
Buth i think this is not the best way to rendedr your vertices .
I don''t know for shure buth i think you can remake your vertex buffer to become Index buffer. I read about this before buth i remember it preaty blury so I can''t tell for shure.
Go google : "OpenGL Index buffers" or somthing like this

Hope this helps some
Red Drake

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