Hello,
I'm still loving pyglet but I'm running into trouble.
I'm using the following code to draw models I have stored in a
'vvvnnntttcccvvvnnnt....' format.

        glBindBuffer(GL_ARRAY_BUFFER, self._data_buffer)
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self._tri_buffer)

        glEnableClientState(GL_VERTEX_ARRAY)
        #glVertexPointer(3, GL_FLOAT, 12, POINTER(GLvoid(0))) #how do
i set up the offsets?
        glVertexPointer(3, GL_FLOAT, 12*4, 0) # this can't be right

        glEnableClientState(GL_NORMAL_ARRAY)
        glNormalPointer(GL_FLOAT, 12*4, 3*4)

        glEnableClientState(GL_TEXTURE_COORD_ARRAY)
        glTexCoordPointer(3, GL_FLOAT, 12*4, 6*4)

        glEnableClientState(GL_COLOR_ARRAY)
        glColorPointer(3, GL_FLOAT, 12*4, 9*4)

        glDrawElements(GL_TRIANGLES, self._tri_count, GL_UNSIGNED_INT,
0)

        glDisableClientState(GL_VERTEX_ARRAY)
        glDisableClientState(GL_NORMAL_ARRAY)
        glDisableClientState(GL_TEXTURE_COORD_ARRAY)
        glDisableClientState(GL_COLOR_ARRAY)

        glBindBuffer(GL_ARRAY_BUFFER, 0)
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)

I'd prefer to use the pyglet built-in system for vertex arrays / vbos.
But I don't quite see how to do it with my data format. I suppose I
could break the normals and vertexes into different lists but I'd like
to do it this way.

Can someone please show me how to do this correctly with pyglet?

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