Author: ArcRiley
Date: 2008-09-11 02:18:55 -0400 (Thu, 11 Sep 2008)
New Revision: 1362

Modified:
   trunk/pysoy/src/models/Axis.pym
Log:
Ticket #963 :
  * now renders, no longer segfaults


Modified: trunk/pysoy/src/models/Axis.pym
===================================================================
--- trunk/pysoy/src/models/Axis.pym     2008-09-11 05:50:16 UTC (rev 1361)
+++ trunk/pysoy/src/models/Axis.pym     2008-09-11 06:18:55 UTC (rev 1362)
@@ -71,8 +71,8 @@
       # Since we already setup the buffers during the first _render, now we
       # just need to re-bind them to render again
       #
-      gl.glBindBufferARB(gl.GL_ARRAY_BUFFER_ARB, self._vertBuffer)
-      gl.glBindBufferARB(gl.GL_ELEMENT_ARRAY_BUFFER_ARB, self._elementBuffer) 
+      gl.glBindBufferARB(gl.GL_ARRAY_BUFFER_ARB,         self._vertBuffer)
+      gl.glBindBufferARB(gl.GL_ELEMENT_ARRAY_BUFFER_ARB, self._elmtBuffer) 
       #
     else:
       #
@@ -80,23 +80,23 @@
       #
       # First we'll populate _vert
       #
-      self._vert[0].px = 0.00          # \
-      self._vert[0].py = 0.00          #  } (0.0, 0.0, 0.0)
-      self._vert[0].pz = 0.00          # /
-      self._vert[0].cr = 1.00          # \
-      self._vert[0].cg = 0.00          #  } Red
-      self._vert[0].cb = 0.00          # /___________________________
-      self._vert[1].px = 1.00          # \
-      self._vert[1].py = 0.00          #  } (1.0, 0.0, 0.0)
-      self._vert[1].pz = 0.00          # /
-      self._vert[1].cr = 1.00          # \
-      self._vert[1].cg = 0.00          #  } Red
-      self._vert[1].cb = 0.00          # /___________________________
+      _vert[0].px = 0.00          # \
+      _vert[0].py = 0.00          #  } (0.0, 0.0, 0.0)
+      _vert[0].pz = 0.00          # /
+      _vert[0].cr = 1.00          # \
+      _vert[0].cg = 0.00          #  } Red
+      _vert[0].cb = 0.00          # /___________________________
+      _vert[1].px = 1.00          # \
+      _vert[1].py = 0.00          #  } (1.0, 0.0, 0.0)
+      _vert[1].pz = 0.00          # /
+      _vert[1].cr = 1.00          # \
+      _vert[1].cg = 0.00          #  } Red
+      _vert[1].cb = 0.00          # /___________________________
       #
       # Next populate _elmt
       #
-      self._elmt[0].a = 0              # Line 0: 0-1
-      self._elmt[0].b = 1              # ____________________________
+      _elmt[0].a = 0              # Line 0: 0-1
+      _elmt[0].b = 1              # ____________________________
       #
       # Create new vertex buffer and send _vert
       #
@@ -131,8 +131,8 @@
     #
     gl.glEnableClientState(gl.GL_COLOR_ARRAY) # We need to render with color 
arrays
     #
-    gl.glVertexPointer(3, gl.GL_FLOAT, 0,               <gl.GLvoid *> 0)
-    gl.glColorPointer (3, gl.GL_FLOAT, sizeof(float)*3, <gl.GLvoid *> 0)
+    gl.glVertexPointer(3, gl.GL_FLOAT, 0,  <gl.GLvoid *> 0)
+    gl.glColorPointer (3, gl.GL_FLOAT, 12, <gl.GLvoid *> 0)
     gl.glDisable(gl.GL_CULL_FACE)
     gl.glDisable(gl.GL_DEPTH_TEST)
     gl.glDisable(gl.GL_LIGHTING)

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