I sort of solved my problem by not using the GL_C4UB_V3F
flag; instead of using glInterleavedArrays, I used glVertexPointer and
glColorPointer separately.
Still, it's a bit disturbing that the Mac OpenGL
implementation doesn't support a flag specified in the Red
Book.
-Cindy
From: Cindy Lau [mailto:email@hidden]
Sent: Wednesday, April 20, 2005 10:40 AM To:
'email@hidden' Subject: problems using GL_C4UB_V3F with
glInterleavedArrays
Hello,
I'm getting strange
behavior when I try to use the following code:
I get a jumbled mess
drawn on the screen. Stepping through my code, I can see that verticesPtr has the
correct values that I expect; each vertex's data is represented by 4 unsigned
byte values representing RGBA, followed by 3 floats representing
xyz.
If I follow the call
to glInterleavedArrays with the following:
glDisableClientState(GL_COLOR_ARRAY);
glColor4ub(255, 0,
0, 255);
then I correctly get
a red version of my data drawn. So it seems like the colors in the
interleaved array are causing the problem.
Furthermore, the
exact same code works correctly on WinXP's opengl
implementation.
Has anyone tried to
use this functionality on the Mac before?
Thanks,
-Cindy
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