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Vertex Buffer Objects

Started by xboxor 2 replies 500+ views
Original Post
xboxor
xboxor
I can''t get my vertex buffer objects to work correctly. I implemented them with my own methods to start with, and they worked fine. Nehe''s example messed up when it ran, relocating alot of the polygons to weird locations. When I brought my method to another computer, it repeatedly crashed. When I changed my code to Nehe''s method on that computer, it worked just fine, but ran extremely slow compared to nehe''s on the same computer. When I brought that code back home, it crashed the computer. So does anyone know what is going on? My home computer is a geforce2mx with the latest drivers, and the other computer is an ati radeon 7500 with the latest drivers. On the geforce2, it works fine if I pass a pointer to my vertex data, rather than a (char *)NULL as nehe does. However, Nehe''s code works just fine, but when I use his method, it doesn''t. The ATI radeon won''t work correctly without passing a NULL pointer to the glVertexPointer, but runs slowly when it does, even though nehe''s doesn''t (I basically copied the code directly). I''m really confused at what is going on here. I know vbo''s are pretty new, and may still be a little buggy, but there is no reason why nehe''s code should work just fine on both (although it displays the polygons wierd on this computer) but when I try to use it it doesn''t. If you would like to see some code, I believe it is less than 300 lines, although I am not familiar with how to post code in these forums. Sorry for having no paragraphs. Thankyou for your help. "Java is high performance. By high performance we mean adequate. By adequate we mean slow." - Mr. Bunny
"Java is high performance. By high performance we mean adequate. By adequate we mean slow." - Mr. Bunny
Enigma
Enigma
If you wish to post code, enclose it in [source][/source] tags. Note that when using VBO''s the pointer passed to gl*Pointer is interpreted as an offset into the bound buffer, so you should be passing NULL (offset of zero). If it''s working when you pass your actual data then I suspect VBO''s aren''t actually being enabled.

Enigma
Tree Penguin
Tree Penguin
I had problems on my GF4 Ti4200 with VBO''s, they are just a lot slower on some cards with some implementations. Search this forum and you''ll find at least 3 other topics on it.
xboxor
xboxor
Yeah, but the nehe example code runs fast on this computer. And it used VBO''s. Why shouldn''t mine run fast too????

"Java is high performance. By high performance we mean adequate. By adequate we mean slow." - Mr. Bunny


"Java is high performance. By high performance we mean adequate. By adequate we mean slow." - Mr. Bunny

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