diff --git a/examples/OpenGL/main.cpp b/examples/OpenGL/main.cpp index 15a59739..6c16061b 100644 --- a/examples/OpenGL/main.cpp +++ b/examples/OpenGL/main.cpp @@ -35,7 +35,6 @@ BlockVolume g_volData(logBase2(g_uVolumeSideLength)); //Rather than storing one big mesh, the volume is broken into regions and a mesh is stored for each region IndexedSurfacePatch* g_ispRegionSurfaces[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions]; GLuint buffers[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions]; -GLfloat* data[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions]; void createSphereInVolume(float fRadius, uint8 uValue) { @@ -92,7 +91,6 @@ void display ( void ) // Create The Display Function { for(uint16 uRegionX = 0; uRegionX < g_uVolumeSideLengthInRegions; ++uRegionX) { - GLfloat* current = data[uRegionX][uRegionY][uRegionZ]; const vector& vecIndices = g_ispRegionSurfaces[uRegionX][uRegionY][uRegionZ]->getIndices(); @@ -219,8 +217,10 @@ void main ( int argc, char** argv ) // Create Main Function For Bringing It Al const vector& vecVertices = g_ispRegionSurfaces[uRegionX][uRegionY][uRegionZ]->getVertices(); const vector& vecIndices = g_ispRegionSurfaces[uRegionX][uRegionY][uRegionZ]->getIndices(); - data[uRegionX][uRegionY][uRegionZ] = new GLfloat[vecIndices.size() * 3]; - GLfloat* current = data[uRegionX][uRegionY][uRegionZ]; + glGenBuffers(1, &(buffers[uRegionX][uRegionY][uRegionZ])); + glBindBuffer(GL_ARRAY_BUFFER, buffers[uRegionX][uRegionY][uRegionZ]); + glBufferData(GL_ARRAY_BUFFER, vecIndices.size() * sizeof(GLfloat) * 3, 0, GL_STATIC_DRAW); + GLfloat* ptr = (GLfloat*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); for(vector::const_iterator iterIndex = vecIndices.begin(); iterIndex != vecIndices.end(); ++iterIndex) { @@ -229,20 +229,15 @@ void main ( int argc, char** argv ) // Create Main Function For Bringing It Al const Vector3DFloat v3dRegionOffset(uRegionX * g_uRegionSideLength, uRegionY * g_uRegionSideLength, uRegionZ * g_uRegionSideLength); const Vector3DFloat v3dFinalVertexPos = v3dVertexPos + v3dRegionOffset; //glVertex3f(v3dFinalVertexPos.getX(), v3dFinalVertexPos.getY(), v3dFinalVertexPos.getZ()); - *current = v3dFinalVertexPos.getX(); - current++; - *current = v3dFinalVertexPos.getY(); - current++; - *current = v3dFinalVertexPos.getZ(); - current++; + *ptr = v3dFinalVertexPos.getX(); + ptr++; + *ptr = v3dFinalVertexPos.getY(); + ptr++; + *ptr = v3dFinalVertexPos.getZ(); + ptr++; } - glGenBuffers(1, &(buffers[uRegionX][uRegionY][uRegionZ])); - - glBindBuffer(GL_ARRAY_BUFFER, buffers[uRegionX][uRegionY][uRegionZ]); - glBufferData(GL_ARRAY_BUFFER, vecIndices.size() * sizeof(GLfloat) * 3, data[uRegionX][uRegionY][uRegionZ], GL_STATIC_DRAW); - - delete data[uRegionX][uRegionY][uRegionZ]; + glUnmapBuffer(GL_ARRAY_BUFFER); } }