If I use glDrawRangeEXT without the NVidia glVertexArrayRangeNV and with ColorArray, it runs perfectly. If I enable glVertexArrayRangeNV and disable ColorArray it runs also perfectly. But I´ve got a blank screen, if I use the ColorArray with the NVidia extension.
I wonder, because it´s the same ColorBuffer.
Here I enable the states:
case 3: // glDrawRangeArraysEXT
glEnableClientState( GL_VERTEX_ARRAY );
glEnableClientState( GL_COLOR_ARRAY );
glDisableClientState( GL_VERTEX_ARRAY_RANGE_NV );
glVertexPointer( 3, GL_FLOAT, 0, &vBuf[0] );
glColorPointer( 3, GL_FLOAT, 0, &colBuf[0] );
break;
case 4: // glVertexArrayRangeNV
// This part didn´t run
glEnableClientState( GL_VERTEX_ARRAY_RANGE_NV );
glEnableClientState( GL_VERTEX_ARRAY );
glEnableClientState( GL_COLOR_ARRAY );
glVertexPointer( 3, GL_FLOAT, 0, &NV_Buffer[0] );
glColorPointer( 3, GL_FLOAT, 0, &colBuf[0] );
break;
case 5: // glVertexArrayRangeNV without ColorArray
glEnableClientState( GL_VERTEX_ARRAY_RANGE_NV );
glEnableClientState( GL_VERTEX_ARRAY );
glDisableClientState( GL_COLOR_ARRAY );
glVertexPointer( 3, GL_FLOAT, 0, &NV_Buffer[0] );
glIndexPointer( GL_UNSIGNED_INT, 10404, &iIndex[0] );
break;
I render it always with this code:
glDrawRangeElementsEXT( GL_QUADS, 0, 10404, 10404, GL_UNSIGNED_SHORT, &iIndex[0] );
Does anyone knows this problem?
I hope you can help me.
Thanks a lot
p.s. Sorry about my bad english
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