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Nov
24
comment Refactoring an immediate drawing function into VBO, access violation error
Thanks for you comments! Another reader recommended me to do the interpolating on GPU with vertex shader....but have never really used them...would that particularly complex for a beginner you think? DO you know of a good tutorial for this? I may just stick with the original version maybe, but thanks a lot for all your help and knowledge
Nov
23
comment Refactoring an immediate drawing function into VBO, access violation error
Thank you Zach, I managed to implement that with std::vector and glDrawArray but the performance has actually diminished! I have added details on the question above....have I done it properly?
Nov
23
revised Refactoring an immediate drawing function into VBO, access violation error
added 2239 characters in body
Nov
23
awarded  Scholar
Nov
23
accepted Refactoring an immediate drawing function into VBO, access violation error
Nov
23
comment Refactoring an immediate drawing function into VBO, access violation error
I seem to have localised the issue, it's to do with the indices[] array that I am trying to use for drawElements since the error doesn't happen when I remove it, I must have been writing past the end of it.... Since the size of the vertices is not quite known until the model is loaded, what would be the best way/container to store the vertices I iterate through for the vertex array draw call?
Nov
23
comment Refactoring an immediate drawing function into VBO, access violation error
yes it's on its very first iteration, all I did was to replace the code shown, nothing else has changed... somehow the MD2Vertex pointers are not being initialized when I replace the code.....and its quite a massive program so I wouldn't know what to post of it... really frustrating....
Nov
23
comment Refactoring an immediate drawing function into VBO, access violation error
yes, I am interpolating between frames... Thanks for your very exhaustive answer! Clearly I was a bit confused about VBO, all I want to do is to repeat immediate drawing as I have to pass through the vertices twice for a rendering effect, and doing all the interpolation calulculation between glBegin/glEnd is a very bad idea I was told.... I'll try what you said, once I can spot this stupid error which makes absolutely no sense...
Nov
23
awarded  Editor
Nov
23
revised Refactoring an immediate drawing function into VBO, access violation error
added 26 characters in body
Nov
23
asked Refactoring an immediate drawing function into VBO, access violation error
Nov
22
comment Toon shader with Texture. Can this be optimized?
Thank you for the pointer.... I am now looking into how I can change the MD2 draw function to use vertex buffers, but the 3DS it seems like it's already using it, it draws using the function glDrawElements... Is there no way to further optimise that? Cos ironically when I turn the Toon on for the static objects (3DS) the frame rate drops down more than wehn I do for animated models (MD2)
Nov
22
asked Toon shader with Texture. Can this be optimized?