Work on new OpenGL example - Splitting into several files.
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@ -97,27 +97,12 @@ void display ( void ) // Create The Display Function
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{
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if(g_bUseOpenGLVertexBufferObjects)
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{
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glBindBuffer(GL_ARRAY_BUFFER, g_openGLSurfacePatches[uRegionX][uRegionY][uRegionZ].vertexBuffer);
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glVertexPointer(3, GL_FLOAT, 36, 0);
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glNormalPointer(GL_FLOAT, 36, (GLvoid*)12);
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glColorPointer(3, GL_FLOAT, 36, (GLvoid*)24);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_openGLSurfacePatches[uRegionX][uRegionY][uRegionZ].indexBuffer);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glDrawElements(GL_TRIANGLES, g_openGLSurfacePatches[uRegionX][uRegionY][uRegionZ].noOfIndices, GL_UNSIGNED_INT, 0);
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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renderRegionVertexBufferObject(g_openGLSurfacePatches[uRegionX][uRegionY][uRegionZ]);
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}
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else
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{
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IndexedSurfacePatch* ispCurrent = g_indexedSurfacePatches[uRegionX][uRegionY][uRegionZ];
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renderRegion(*ispCurrent);
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renderRegionImmediateMode(*ispCurrent);
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}
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}
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@ -198,7 +183,7 @@ default:
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void main ( int argc, char** argv ) // Create Main Function For Bringing It All Together
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{
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g_bUseOpenGLVertexBufferObjects = true;
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g_bUseOpenGLVertexBufferObjects = false;
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glutInit ( &argc, argv ); // Erm Just Write It =)
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glutInitDisplayMode ( GLUT_RGB | GLUT_DOUBLE ); // Display Mode
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glutInitWindowSize ( 500, 500 ); // If glutFullScreen wasn't called this is the window size
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