Vertex Range with Texture coords
Anyone knows of a way to specify the texture coordinates while
using NV Vertex Range extension ?
Thanks
neoGL
Well, Obelix, for a moment I was glad to see at least someone had an answer. but i don''t see how you can do it like you suggested.
the call for drawing the vertex array range is
glDrawElements(GL_TRIANGLES,3*m_NumTriangles,GL_UNSIGNED_INT,pVertexIndices);
I don''t see a place for texture co-ordinates in this one.
memory(pVertexIndices) is interleaved as :
// normal(x-y-z)-Vertex(x-y-z)-normal(x-y-z)...... ,
the memory is allocated with wglAllocateMemoryNV.
I don''t see a place for texture co-ordinates in this one either.
Wait a minute, do you think I should be using GL_T2F_N3F_V3F with glInterleavedArrays.....so my memory structure is now
//texture(x-y)-vertex(x-y-z)-normal(x-y-z)...
yeah that''s it....
hey Obelix,Appreciate it
thanks a lot
NeoGl
the call for drawing the vertex array range is
glDrawElements(GL_TRIANGLES,3*m_NumTriangles,GL_UNSIGNED_INT,pVertexIndices);
I don''t see a place for texture co-ordinates in this one.
memory(pVertexIndices) is interleaved as :
// normal(x-y-z)-Vertex(x-y-z)-normal(x-y-z)...... ,
the memory is allocated with wglAllocateMemoryNV.
I don''t see a place for texture co-ordinates in this one either.
Wait a minute, do you think I should be using GL_T2F_N3F_V3F with glInterleavedArrays.....so my memory structure is now
//texture(x-y)-vertex(x-y-z)-normal(x-y-z)...
yeah that''s it....
hey Obelix,Appreciate it
thanks a lot
NeoGl
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