* from face to face.
*/
+/** See comment for fghDrawGeometryWire **/
+
/* Version for OpenGL (ES) 1.1 */
#ifndef GL_ES_VERSION_2_0
static void fghDrawGeometryWire11(GLfloat *vertices, GLfloat *normals,
} else {
fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, ibo_elements);
for (i=0; i<numParts; i++)
- glDrawElements(vertexMode,numVertPerPart,GL_UNSIGNED_SHORT,(void*)(long)(i*numVertPerPart));
+ glDrawElements(vertexMode, numVertPerPart,
+ GL_UNSIGNED_SHORT, (GLvoid*)(sizeof(vertIdxs[0])*i*numVertPerPart));
/* Clean existing bindings before clean-up */
/* Android showed instability otherwise */
fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, 0);
if (vertIdxs2) {
fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, ibo_elements2);
for (i=0; i<numParts2; i++)
- glDrawElements(GL_LINE_LOOP,numVertPerPart2,GL_UNSIGNED_SHORT,(void*)(long)(i*numVertPerPart2));
+ glDrawElements(GL_LINE_LOOP, numVertPerPart2,
+ GL_UNSIGNED_SHORT, (GLvoid*)(sizeof(vertIdxs2[0])*i*numVertPerPart2));
/* Clean existing bindings before clean-up */
/* Android showed instability otherwise */
fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, 0);
fghDeleteBuffers(1, &ibo_elements2);
}
+/**
+ * Draw geometric shape in wire mode (only edges)
+ *
+ * Arguments: the sphere, in wire mode, consists of multiple line
+ * loops for the stacks, and for the slices. The vertex indices for
+ * all slices are thrown together. numParts is how many separate loops
+ * are in the array, numVertIdxsPerPart is how many vertices there are
+ * per loop. For those suffixed with 2, its exactly the same
+ * principle, the number of stacks and slices is not the same.
+ *
+ * Feel free to contribute better naming ;)
+ *
+ * See comment for fghDrawGeometrySolid
+ */
static void fghDrawGeometryWire(GLfloat *vertices, GLfloat *normals, GLsizei numVertices,
GLushort *vertIdxs, GLsizei numParts, GLsizei numVertPerPart, GLenum vertexMode,
GLushort *vertIdxs2, GLsizei numParts2, GLsizei numVertPerPart2
}
-/* Draw the geometric shape with filled triangles
- *
- * - If the shape is naturally triangulated (numEdgePerFace==3), each
- * vertex+normal pair is used only once, so no vertex indices.
- *
- * - If the shape was triangulated (DECOMPOSE_TO_TRIANGLE), some
- * vertex+normal pairs are reused, so use vertex indices.
- */
-
/* Version for OpenGL (ES) 1.1 */
#ifndef GL_ES_VERSION_2_0
static void fghDrawGeometrySolid11(GLfloat *vertices, GLfloat *normals, GLushort *vertIdxs,
fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, ibo_elements);
if (numParts>1) {
for (i=0; i<numParts; i++) {
- glDrawElements(GL_TRIANGLE_STRIP, numVertIdxsPerPart, GL_UNSIGNED_SHORT, (void*)(long)(i*numVertIdxsPerPart));
+ glDrawElements(GL_TRIANGLE_STRIP, numVertIdxsPerPart, GL_UNSIGNED_SHORT, (GLvoid*)(sizeof(vertIdxs[0])*i*numVertIdxsPerPart));
}
} else {
glDrawElements(GL_TRIANGLES, numVertIdxsPerPart, GL_UNSIGNED_SHORT, 0);
fghDeleteBuffers(1, &ibo_elements);
}
+/* Draw the geometric shape with filled triangles
+ *
+ * - If the shape is naturally triangulated (numEdgePerFace==3), each
+ * vertex+normal pair is used only once, so no vertex indices.
+ *
+ * - If the shape was triangulated (DECOMPOSE_TO_TRIANGLE), some
+ * vertex+normal pairs are reused, so use vertex indices.
+ */
static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLushort *vertIdxs,
GLsizei numVertices, GLsizei numParts, GLsizei numVertIdxsPerPart)
{
#endif
}
+
+
/* Shape decomposition to triangles
* We'll use glDrawElements to draw all shapes that are not naturally
* composed of triangles, so generate an index vector here, using the