Roland Melkert Wrote:Are you sure the correct data is send to vbo?Yes, I've ensured this with debug printing.
Roland Melkert Wrote:You seem to do a lot of data copying, why not store the obj data in glFloat vectors to start with so you can send it 1 on 1 to vbo.I want to avoid overhead that would result from compiling the entire part model each time something changes, instead having a vector for each object and then merging to create the resulting vector for the vbo.
Perhaps some pointer-and-size stuff could be used to eliminate the data copying but right now my first priority is to get a brick on the screen.
Roland Melkert Wrote:Are all the gl calls returning OK (glGetError)?hrm... I'm gonna have to check this.
Roland Melkert Wrote:I'm not completely sure bit it might be needed to enable the vbo clientstate for the initial data copy (it is in my code, but I'm not sure it's needed)Enabling the clientstate for the buffering doesn't change anything.
Roland Melkert Wrote:Also I noticed you bind the buffer twice, once before and once after a command. That's not needed it's better to bind to id '0' when done with vbo (e.g after drawarrays)Ah, the Wikipedia article Travis linked implied it was necessary.