Using vertex arrays with vertex sharing
Hi all,
I am currently converting my prog to use vertex arrays but have hit another small problem. My program keeps track of edge flags for each triangle so I can draw only the edges that are necessary. On converting this algorithm over to vertex arrays, I have found that because I use vertex sharing to reduce memory, any vertex I declare as not wanting to draw stops all other triangles from rendering edges with this vertex. This is not what I need. Is there any way to get around this with OpenGL, or can I not use vertex sharing with vertex arrays?
Any help would be useful, cheers.
OK, I have got the problem down to a simple question. I currently use an array of structs and pass this in to the glVertexPointer command. Is it possible to pass an array of pointers to structs to this command?
in one word : no
glVertexPointer takes pointer to actual data not pointer to pointers to data
There are more worlds than the one that you hold in your hand...
glVertexPointer takes pointer to actual data not pointer to pointers to data
There are more worlds than the one that you hold in your hand...
You should never let your fears become the boundaries of your dreams.
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement
Recommended Tutorials
Advertisement