Original Post
I have the following code:
my object: (I am aware the normals are a little funny, but they render fine with nvidia VAR and normal vertex arrays).
box_vertex[0] = -1.0f; // x box_vertex[1] = -1.0f; // y box_vertex[2] = 1.0f; // z box_vertex[3] = -1.0f; box_vertex[4] = 1.0f; box_vertex[5] = 1.0f; box_vertex[6] = 1.0f; box_vertex[7] = 1.0f; box_vertex[8] = 1.0f; box_vertex[9] = 1.0f; box_vertex[10] = -1.0f; box_vertex[11] = 1.0f; box_vertex[12] = 1.0f; box_vertex[13] = -1.0f; box_vertex[14] = -1.0f; box_vertex[15] = 1.0f; box_vertex[16] = 1.0f; box_vertex[17] = -1.0f; box_vertex[18] = -1.0f; box_vertex[19] = 1.0f; box_vertex[20] = -1.0f; box_vertex[21] = -1.0f; box_vertex[22] = -1.0f; box_vertex[23] = -1.0f; box_normal[0] = -0.71f; box_normal[1] = 0; box_normal[2] = 0.71f; box_normal[3] = -0.71f; box_normal[4] = 0; box_normal[5] = 0.71f; box_normal[6] = 0.71f; box_normal[7] = 0; box_normal[8] = 0.71f; box_normal[9] = 0.71f; box_normal[10] = 0; box_normal[11] = 0.71f; box_normal[12] = 0.71f; box_normal[13] = 0; box_normal[14] = -0.71f; box_normal[15] = 0.71f; box_normal[16] = 0; box_normal[17] = -0.71f; box_normal[18] = -0.71f; box_normal[19] = 0; box_normal[20] = -0.71f; box_normal[21] = -0.71f; box_normal[22] = 0; box_normal[23] = -0.71f; box_tex[0] = 0.0f; box_tex[1] = 1.0f; box_tex[2] = 0.0f; box_tex[3] = 0.0f; box_tex[4] = 1.0f; box_tex[5] = 0.0f; box_tex[6] = 1.0f; box_tex[7] = 1.0f; box_tex[8] = 0.0f; box_tex[9] = 1.0f; box_tex[10] = 0.0f; box_tex[11] = 0.0f; box_tex[12] = 1.0f; box_tex[13] = 0.0f; box_tex[14] = 1.0f; box_tex[15] = 1.0f; box_indices[0] = 4; box_indices[1] = 7; box_indices[2] = 3; box_indices[3] = 0; box_indices[4] = 0; box_indices[5] = 1; box_indices[6] = 7; box_indices[7] = 6; box_indices[8] = 4; box_indices[9] = 5; box_indices[10] = 3; box_indices[11] = 2; box_indices[12] = 0; box_indices[13] = 1; box_indices[14] = 1; box_indices[15] = 6; box_indices[16] = 2; box_indices[17] = 5;initializing the object buffers:
vertexObject = glNewObjectBufferATI(sizeof(box_vertex), box_vertex, GL_STATIC_ATI); textureObject = glNewObjectBufferATI(sizeof(box_tex), box_tex, GL_STATIC_ATI); normalObject = glNewObjectBufferATI(sizeof(box_normal), box_normal, GL_STATIC_ATI);drawing it:
glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glBindTexture(GL_TEXTURE_2D, texture[filter]); glArrayObjectATI(GL_TEXTURE_COORD_ARRAY, 2, GL_FLOAT, sizeof(box_tex), textureObject, 0); glArrayObjectATI(GL_NORMAL_ARRAY, 3, GL_FLOAT, sizeof(box_normal), normalObject, 0); glArrayObjectATI(GL_VERTEX_ARRAY, 3, GL_FLOAT, sizeof(box_vertex), vertexObject, 0); glDrawElements(GL_TRIANGLE_STRIP, 18, GL_UNSIGNED_INT, box_indices); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY);for some reaso I only see 1 texture triangle instead of a texture cube. What am I doing wrong ? Thanks! Nitzan ------------------------- www.geocities.com/nitzanw www.scorchedearth3d.net -------------------------