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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