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VERTEX ARRAYS

Started by March 28, 2001 08:49 AM
3 comments, last by Khrob 23 years, 10 months ago
I''m declaring a global array (floats) like this: float *mesh; later on I malloc it and give it some values. mesh = (float *)malloc(numverts*3); then I set it up as a vertex array: glEnableClientState(GL_VERTEX_ARRAY); specify the data: glVertexPointer(3, GL_FLOAT, 0, mesh); and draw it with glDrawArrays(GL_TRIANGLE_STRIP, 0, numverts); but as soon as I get to glDrawArrays() the whole thing craps itself... no compile time errors/warnings... am I not setting up the mesh pointer right? please! anyone!! thanks _________________________________________ I used to be indecisive. Now I''m not so sure...
_________________________________I used to be indecisive. Now I'm not so sure...
Looks ok. What video card do you have? You could also specify what crapping itself means.

The fanatic is incorruptible: if he kills for an idea, he can just as well get himself killed for one; in either case, tyrant or martyr, he is a monster.
--EM Cioran

Opere Citato
"... we should have such an empire for liberty as she has never surveyed since the creation ..."Thomas Jefferson
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Your malloc looks to be incorrect.
You''re asking it to malloc (numverts * 3) bytes. When what you want to say is malloc numverts * 3 * sizeof(float) bytes.

Try this:

  mesh = malloc(sizeof(float)*numverts*3);  


- Synchronized
Its better to use new than malloc.
Try this
mesh = new float[numverts*3];
when your done,
delete [] mesh;

no type casting etc. (I assume you''re using C++ because of the type-cast)


Feel free to email me.
[email=JValentine_13@hotmail.com]contact[/email]
Well, now I''m getting a black screen - which is an improvement.. I''ll keep trying - thanks for your help.

Lord Karnus - I''m trying to keep it in straight c, so it can be a tute here on NeHe''s.

thanks again

Khrob

_____________________________________________

I used to be indecisive. Now I''m not so sure...
_________________________________I used to be indecisive. Now I'm not so sure...

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