Paladin of the Pegasos
Posts: 1192 from 2003/2/24
From: Helsinki, Finland
Do you REALLY need double precision for what you're doing? It's using more memory, is slower, and can't say I'd see much benefits really...
At least in the past, TinyGL has had some "issues" with some formats (glInt at least, I think?).Quote:
glVertexPointer(3, GL_DOUBLE, sizeof(Vertex), NULL);
glNormalPointer(GL_DOUBLE, 0, NULL);
Just wondering why you use different stride values, aren't both tightly packed (so 0 will work)?
Also, see previous comments regarding interleaved arrays.
Also, a minor logical error here:
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * o.normals.size(), o.normals.data(), GL_STATIC_DRAW);
Shouldn't you use sizeof(Normal) here? Probably both are 3 doubles currently though...