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Thread: getting started with vbo's

  1. #11

    getting started with vbo's

    Now larger meshes also work.
    Now i read that there is also a thing called buffers with indexed arrays. If i understand it correctly i do not need to feed all the vertexes even double but only the unique ones and pass indices to them. So like i do in gld3ds where i have a list of vertexes and a list containing indices to them.

    so i need two vbo's one for the vertexes and one for the indices.

    but how are these combined? Simple example anyone?
    http://3das.noeska.com - create adventure games without programming

  2. #12

    getting started with vbo's

    I suppose glDrawElements does that. (This doesn't make vbo of indices but does use vertices from vbo)

    Example:
    [pascal]type TN3DFaceIndices = array[0..2] of word;
    var fa: array of TN3DFaceIndices;

    glDrawElements(GL_TRIANGLES,Count*3,GL_UNSIGNED_SH ORT,@(fa[first]));
    [/pascal]

    Here was my version of performance test about Vertex arrays, displaylists and VBO all in 1:
    http://www.pascalgamedevelopment.com...pic.php?t=4785

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