0
votes
1answer
72 views

Loading Wavefront Data into VAO and Render It

I have successfully loaded a triangulated wavefront(.obj) into 6 vectors, the first 3 vectors contain the locations for vertices, uv coords, and normals. The last three have the indices stored for ...
1
vote
2answers
1k views

SFML: Generate a background image

I want to generate a background, which is used in the game, on every instance of the game based on certain conditions. To do so, I'm using a sf::RenderTexture and a sf::Texture like this: ...
0
votes
1answer
378 views

Refactoring an immediate drawing function into VBO, access violation error

I have a MD2 model loader, I am trying to substitute its immediate drawing function with a Vertex Buffer Object one.... I am getting a really annoying access violation reading error and I can't ...
2
votes
1answer
868 views

how can I specify interleaved vertex attributes and vertex indices

I'm writing a generic ShaderProgram class that compiles a set of Shader objects, passes args to the shader (like vertex position, vertex normal, tex coords etc), then links the shader components into ...
0
votes
2answers
217 views

vertex array with smoothness

I'm using vertex array to draw 2d geometry, but I can't achieve smoothness. This is the code I'm using: glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); ...