Original Post
Hi guys I'm trying to render a landscape. And I reallized I render some lines that should not be rendered ( I see it when only drawing in linemode). My rendering command looks like the following: Informations: polbufferID -> landscape (as you see, vectors,normals, texcoords) unitbufferID -> a tirangle (as you see vectors, texcoords) drawstartIDX = 0; drawendIDX = Amount of Points in the Landscape Code: A strange thing happening is that the application sometimes runs too fast, meaning, if I move the Camera sometimes it move incredible fast, sometimes normal. But when I tried to render the Triangle(unitbufferID) callling glDrawArrays(GL_TRIANGLES,0,9) I got a weird picture, but the camera moved with correct speed. Now I ask you if you know whats going wrong. I'm a real newbie :-P thanks you for your help!!!
{
glEnable( GL_TEXTURE_2D );
glEnable (GL_LIGHT1);
//glEnable (GL_LIGHTING);
glEnableClientState( GL_VERTEX_ARRAY );
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
glEnableClientState(GL_NORMAL_ARRAY );
glBindBufferARB( GL_ARRAY_BUFFER_ARB, polbufferID);
glVertexPointer(3, GL_FLOAT, 8*sizeof(GLfloat), bufferOffset(sizeof(GLfloat)*0));
glNormalPointer(GL_FLOAT, 8*sizeof(GLfloat), bufferOffset(sizeof(GLfloat)*3));
glTexCoordPointer(2, GL_FLOAT, 8*sizeof(GLfloat), bufferOffset(sizeof(GLfloat)*6));
glDrawArrays( GL_TRIANGLES, drawstartIDX,drawendIDX);
glDisableClientState( GL_VERTEX_ARRAY );
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
glDisableClientState(GL_NORMAL_ARRAY );
//UNIT PROTOTYPE
glEnableClientState( GL_VERTEX_ARRAY );
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
glBindBufferARB(GL_ARRAY_BUFFER_ARB, unitbufferID);
glVertexPointer(3, GL_FLOAT, 5*sizeof(GLfloat), bufferOffset(sizeof(GLfloat)*0));
glTexCoordPointer(2, GL_FLOAT, 5*sizeof(GLfloat), bufferOffset(sizeof(GLfloat)*3));
glDrawArrays( GL_TRIANGLES, 0, 3);
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
//endUNIT PROTOTYPE
glDisable(GL_TEXTURE_2D);
glDisable (GL_LIGHT1);
glDisable
}