Hi,

I am a 3D developer with quiete knowledges. I am use to use OpenGL. For some 
task I have to use OpenSceneGraph and use VBO inside it.
I know I can use osg::Geometry but for some reasons (not to be developped here) 
I can't. So I need to use VBO directly in my code.

I succeeded (it seems) to make VBO run with a single array (which is an osg 
array). But anytimes I tried to make it handle a second array, the program 
crash. Here are some code I can do:


Code:

osg::State* state = renderInfo.getState();
osg::Drawable::Extensions* extensions = osg::Drawable::getExtensions 
(renderInfo.getContextID(), true);
state->disableAllVertexArrays();

// bind vbo
_vbo->bindBuffer (renderInfo.getContextID());

// allocate memory
_vertexArray->setVertexBufferObject (_vbo);
_attribArray->setVertexBufferObject (_vbo);

// set the pointers
state->setVertexPointer(_vertexArray.get());
state->setVertexAttribPointer (6, _attribArray.get(), false);

// draw
glDrawArrays (_GLmode, 0, _vertexArray->size());

_vbo->unbindBuffer(renderInfo.getContextID());




Each time I don't use the _attribArray, the program runs and display things 
correctly. It is the same if I don't ask _attribArray to use the VBO. But each 
time I ask it to use the VBO the program crashes.

I also tried to tell the buffer size, to explicitly give the buffer data (threw 
extensions->glBufferData and such), but without any success.

Do you know how I could resolve this ?

Thank you!

Cheers,
Silence

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=48994#48994





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