9
Ok so I'm still struggling to get this to work. The important parts of my code are:
def __init__(self, vertices, normals, triangles):
self.bufferVertices = glGenBuffersARB(1)
glBindBufferARB(GL_ARRAY_BUFFER_ARB, self.bufferVertices)
glBufferDataARB(GL_ARRAY_BUFFER_ARB, ADT.arrayByteCount(vertices), ADT.voidDataPointer(vertices), GL_STATIC_DRAW_ARB)
self.vertices = vertices
self.bufferNormals = glGenBuffersARB(1)
glBindBufferARB(GL_ARRAY_BUFFER_ARB, self.bufferNormals)
glBufferDataARB(GL_ARRAY_BUFFER_ARB, ADT.arrayByteCount(normals), ADT.voidDataPointer(normals), GL_STATIC_DRAW_ARB)
self.normals = normals
self.bufferTriangles = glGenBuffersARB(1)
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, self.bufferTriangles)
glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ADT.arrayByteCount(triangles), ADT.voidDataPointer(triangles), GL_STATIC_DRAW_ARB)
self.triangles = triangles
glDisableClientState(GL_VERTEX_ARRAY) **(Not sure if any of the following influence in any way)**
glDisableClientState(GL_NORMAL_ARRAY)
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0)
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0)
I don't think there is anything wrong here from what I've read so far about VBO's. So now I have my vertex, normals(not used yet) and triangle indices buffers. Now for the actual draw:
def draw(self, type):
glDisableClientState(GL_VERTEX_ARRAY)
glDisableClientState(GL_NORMAL_ARRAY)
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0)
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0)
**Again above line not sure if they have any use.**
glEnableClientState(GL_VERTEX_ARRAY)
glBindBufferARB(GL_ARRAY_BUFFER_ARB, self.bufferVertices)
glVertexPointer(3, GL_FLOAT, 0, None)
glEnableClientState(GL_NORMAL_ARRAY);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, self.bufferNormals)
glNormalPointer(GL_FLOAT, 0, None)
if type == GL_POINTS: