I had tried the indexed_vertex_list in the past and it wasn't working
so well for me.  Granted I didn't try too hard with it.  Maybe time to
revisit.

On Feb 27, 8:05 pm, Tristam MacDonald <[email protected]> wrote:
> On Fri, Feb 27, 2009 at 7:52 PM, bforrester 
> <[email protected]>wrote:
>
>
>
>
>
> > I can't seem to get lighting to work right with glDrawElements. I have
> > been working on this for quite some time now and can't seem to figure
> > out what I'm doing wrong.  After googling, testing, logging, and
> > beating my head against the keyboard, I'm hoping someone on this board
> > can point out my folly :)
>
> > I'm loading a very simple .obj file I exported from blender.  When I
> > draw the object in immediate mode it lights/renders perfectly fine.
> > Immediate mode is using the same root data (vertices, face indices,
> > and calculated normals) as glDrawElements minus the pointers, so I
> > know my normal calculations are correct.  When I use glDrawElements
> > the geometry is right, but the lighting is very wrong (maybe almost
> > random).  It makes me think that the normals pointer isn't right, but
> > after double checking the code against examples, I'm pretty sure it's
> > right.
>
> Any particular reason you aren't just popping the loaded geometry into a
> pyglet.graphics.indexed_vertex_list? To my mind it makes things a lot
> simpler, and allows you to use pyglet's batching support directly.
> --
> Tristam MacDonaldhttp://swiftcoder.wordpress.com/
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