jyaan
December 30th, 2008, 02:30 AM
I can't seem to find any examples like this anywhere. Just about everything uses the extremely slow glBegin() (which I have no interest in using anymore). I have been drawing with glDrawArrays() and a vector of vertices; Isn't there a way to do this with textures?
Wybiral
December 30th, 2008, 02:38 AM
If I understand the question, the same way you use vertex arrays:
http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/texcoordpointer.html
jyaan
December 30th, 2008, 02:40 AM
So far I've been trying this way, but I don't have it quite working yet.
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
//glTranslatef(0, 300, 0);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, &m_vertices[0]);
glTexCoordPointer(2, GL_FLOAT, 0, &m_texture[0]);
glDrawArrays(GL_QUADS, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
It's showing pure red with the min/mag filters set, and pure white without either. Not a good sign. :S
jyaan
December 30th, 2008, 03:31 AM
The code I posted is working perfectly. :) I accidentally had the wrong coords for the texture.
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