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VBO's with extensions in beta4
http://horde3d.org/forums/viewtopic.php?f=2&t=882
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Author:  hs0 [ 15.08.2009, 11:47 ]
Post subject:  VBO's with extensions in beta4

Hi there,

I'm currently working at a project in which i would need to use a VBO created from a binary file. I decided to use the extension system of horde, and now I've just updated to beta4.
In beta3 there were the "glVertexPointer" and "glEnableClientState" commands, and i really understood how that worked, but now these commands aren't declared in horde anymore and I have no idea how to setup all the texture, color and vertex pointers correctly, because i miss these functions...

can anyone help me out?

thanks in advance,
Hagen :)


EDIT:

Solved it on my one (via the shaders)
but now theres another problem:
I draw a rectangle via GL_LINE_LOOP, but it disappears whenever the center of the rectangle is out of sight of the camera... how do I stop that behavior?

(I think it's because of some (maybe not correctly working?) optimization algorithms, or do i have to create a geometry ressource?)

kind regards,
Hagen

Author:  marciano [ 15.08.2009, 21:31 ]
Post subject:  Re: VBO's with extensions in beta4

Hi Hagen,

if you are writing a custom extension you don't need to use geometry resources since you have access to all low-level functionality of the engine. We started implementing the graphics hardware abstraction layer for Beta4 and GL vertex pointers are now encapsulated in vertex declarations (in RendererBase). It is probably the best to take a look at the Renderer class to see how vertex buffers are handled for particles or models. It is not really complicated.

Regarding the disapperaing rectangle: if it is a scene node, does it have a proper bounding box?

Author:  hs0 [ 20.09.2009, 11:56 ]
Post subject:  Re: VBO's with extensions in beta4

Thanks a lot, this part works now.
(I had to transform the bounding box)

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