Combining vertex arrays with textures in OpenGL -
I am trying to use top arrays to attract a large network, in which large numbers of vertical is. Textures have been defined by them and are easy to draw in instantaneous mode with:
glBegin (GL_TRIANGLES) {for (int faceIdx = 0; faceIdx & lt; nFaces; ++ FedEx Glavetex 3 FV (& VertixArere [VIDX]); GlTexCoord2fv (& amp; texCoord [vIDx ++]); GlVertex3fv (& amp; vertexArray [vIdx]); GlTexCoord2fv (& amp; texCoord [vIDx ++]); GlVertex3fv (& amp; vertexArray [vIdx]); GlTexCoord2fv (& amp; texCoord [vIDx ++]); }} Glend (); However for the readability, speed and rest I want to use the top arrays (with a view to go to VBOs). Is there a way to put the same head in the array multiple times?
As I think, at this time it is necessary to specify each peak of the network many times as it appears in the face of Aries, as each head has many identical coordinates The object is estimated by the real image of reality to the net), that is, my top / text corrects array reads like I fill it in instant mode. / P>
Is there a way to use the top sequence array (by which I have repeatedly been repeated), specifying texture coordinates without using spaces?
A single headline is made up of all the properties that make up this single title. Therefore, two zeroes that share the same space, but their different textures coordinates are conceptually different. Otherwise, there is no easy way to repeat the top positions for different text quotes.
But usually some of the top simulations of this kind are necessary in some rare areas (due to different edges, like edges, or a textured seam in your case), then in all the corners of your face Really have different texCoords? You may be able to process your data for a while and find neighboring faces which are in the status of and tax code shares and therefore can share the top. I would wonder if this does not happen for many different corners and you end only with a small group of repetitive corners.
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