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a guest Aug 18th, 2018 64 Never
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  1. Getting VBOs to work
  2. struct Quad
  3. {
  4.     float x0, y0, z0;   // top left corner
  5.     float x1, y1, z1;   // top right corner
  6.     float x2, y2, z2;   // bottom left corner
  7.     float x3, y3, z3;   // bottom right corner
  8.     float s0, t0;
  9.     float s1, t1;
  10.     float s2, t2;
  11.     float s3, t3;
  12.     char r, g, b, a;    // tint
  13.     float depth;        // depth value of the Quad
  14. };
  15.  
  16. void draw{
  17.     glEnable(GL_TEXTURE_2D);
  18.     glEnableClientState(GL_VERTEX_ARRAY);
  19.     glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  20.     // Note: glVertexPointer is deprecated, change to glVertexAttribPointer
  21.     glVertexPointer(3, GL_FLOAT, sizeof(Quad), &(vertexBuffer_[0].x0));
  22.     glTexCoordPointer(2, GL_FLOAT, sizeof(Quad), &(vertexBuffer_[0].s0));
  23.     glBindBuffer(GL_ARRAY_BUFFER, VBOs_[activeVBO_]);
  24.     glBufferData(GL_ARRAY_BUFFER, vertexBuffer_.size() * sizeof(Quad), &(vertexBuffer_[0]), GL_STATIC_DRAW);
  25.     glDrawArrays(GL_QUADS, 0, vertexBuffer_.size());
  26.     glBindBuffer(GL_ARRAY_BUFFER, 0);
  27.     SDL_GL_SwapBuffers();
  28.     activeVBO_ = (++activeVBO_)%NUM_VBO;
  29.     glError();
  30. }
  31.    
  32. struct Vertex
  33. {
  34.     float x, y, z;
  35.     float s, t;
  36.     char r, g, b, a;
  37. };
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