Hi

It is my first tests with VBO and, of course, it is not working.
LWJGL is complaining that I use VBO and none VBO rendering (what I do). I was thinking that it should be possible if I unbind VBO after use. Am I wrong ?
There is my rendering code with vbo :
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| GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, bufferVertices); GL11.glVertexPointer(3, GL11.GL_FLOAT, 0, 0);
if (bufferTextCoords != -1) { GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY); ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, bufferTextCoords); GL11.glTexCoordPointer(2,GL11.GL_FLOAT, 0, 0); }
if (bufferNormales != -1) { GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY); ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, bufferNormales); GL11.glNormalPointer(GL11.GL_FLOAT, 0, 0); }
ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ELEMENT_ARRAY_BUFFER_ARB, bufferNormales); GL11.glDrawElements(GL11.GL_TRIANGLES, nbTriangles*3, GL11.GL_INT, 0);
if (bufferNormales != -1) { GL11.glDisableClientState(GL11.GL_NORMAL_ARRAY); }
if (bufferTextCoords != -1) { GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY); }
ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB,0); ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ELEMENT_ARRAY_BUFFER_ARB,0); GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY); |