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| Here is the code ive used to attempt this myself. It is non functional, the texture coordinates created for the VBO mesh are not 'useful', in the sense that they do not map to 0 - 1 fro the edges of the quad, so while I can in fact texture the quad, it only has one texel mapped. Ive asked the GL List about this after doing some research. The usual answer is to use interleaved VBO arrays which render out vertices, texture coordinates, normals, etc, all within one interleaved buffer. That is beyond my skill :( Ive attempted to create a second VBO to "render" out a set of texture coordinates, bind them before gl_DrawElements, but to no effect (99.999 percent because I have little clue what I am doing). Ive also heard the suggestion to use gl_GenCoords, but again, I am far too novice a GL programmer to fully grok how to use these suggestions. Here is my code, hopefully it will not bounce from the list. http://abstrakt.vade.info/ILOVETHEQCLIST/GLHeightField_Vade.zip FYIW, I personally know Bill Etra, and have been trying on and off to get this working for him in a native app - to make a Color 3D Rutt Etra performance application for him. Ive had a pretty good version built in Max/MSP/Jitter, but the speed is simply not there. This VBO method is incredibly fast. We both would be grateful to have a helping hand with our difficulties! Thanks ! On Nov 28, 2007, at 11:57 AM, Alex Drinkwater wrote: Hi Pierre-Olivier! |
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| >Re: GLHeightfield Plugin (From: Alex Drinkwater <email@hidden>) |
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