2010/1/26 Mattias Thell <mattias.th...@gmail.com> <snip>
> > Code: > > extensions->glBindBuffer(GL_ARRAY_BUFFER_ARB, vbo); > > glEnableClientState(GL_VERTEX_ARRAY); > glVertexPointer(4, GL_FLOAT, 0, 0); > glDrawArrays(GL_POINTS, 0, numPrims); > glDisableClientState(GL_VERTEX_ARRAY); > > extensions->glBindBuffer(GL_ARRAY_BUFFER_ARB, 0); > > > even though the only real difference is that the second version includes > binding and unbinding of a vertex buffer object. What this has to do with > the view/projection matrices is beyond me... Of course, it is quite likely > that I am missing a tiny but very significant detail :D > Just a wild stab in the dark, as I haven't used VBO's directly myself, but are you sure that that glEnableClientState(GL_VERTEX_ARRAY); call should be there? I though the whole point of VBO's was to get rid of client side state. Going by the example @ http://www.opengl.org/wiki/Vertex_Buffer_Object that's not needed. I'd guess that that call is turning off your VBO and the null pointer in glVertexPointer is then disabling the client side vertex array. -- http://www.ssTk.co.uk
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