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  vertex3f and vertex3fv  (Read 3541 times)
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Offline frannack

Junior Newbie

Java games rock!

« Posted 2003-03-03 09:41:00 »

This must be a newbie question,but sorry, I could'nt find the answer.
I'm using vertex3f to draw a sphere composed of triangles. I thought using vertex3fv since i have a lot of triangles but I don't know how to put the array in the int attribute of vertex3fv.
Could you tell me How to do that or where can I find an example, plz.
Thks a lot..
Offline cfmdobbie

Senior Devvie

Medals: 1

Who, me?

« Reply #1 - Posted 2003-03-03 11:32:23 »

The int parameter is the address of a buffer, in this case a FloatBuffer.  You'll probably want to read up on them at, but here's a fragment to get you started:

import org.lwjgl.Sys ;
import java.nio.* ;

FloatBuffer v1 = ByteBuffer.allocateDirect(4 * 3).order(ByteOrder.nativeOrder()).asFloatBuffer() ;
int v1_addr = Sys.getDirectBufferAddress(v1) ;

v1.put(10.0f).put(5.0f).put(23.0f) ;

gl.vertex3fv(v1_addr) ;

The extra imports you may need are listed.  The size allocated (4 * 3) is because you have three components (it's a vertex3f) and floats are 4 bytes in size.

Most methods called on buffers will return a reference to the buffer itself, so you can chain methods together as above.

Hope that helps.

Hellomynameis Charlie Dobbie.
Offline frannack

Junior Newbie

Java games rock!

« Reply #2 - Posted 2003-03-03 12:22:48 »

That's exactly what I was looking for

tks cfmdobbie

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Offline princec

« JGO Spiffy Duke »

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« Reply #3 - Posted 2003-03-03 12:57:30 »

It's also the second slowest way to draw triangles there is :/

Cas Smiley

Offline frannack

Junior Newbie

Java games rock!

« Reply #4 - Posted 2003-03-03 13:28:28 »

I suppose so.
But i'm just starting to learn opengl, so I think i'll learn more later instead you give me a hint Kiss
Offline princec

« JGO Spiffy Duke »

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« Reply #5 - Posted 2003-03-03 14:00:04 »

Ok, well don't use glVertex3fv! It's vastly over complicated and very slow. In fact I thought it was so useless I left it out of the first alpha because I didn't think anyone would want to use it!

Stick to glVertex3f, because it's much easier, and approximately the same speed. And it's blindingly fast in a display list. If you're going to muck around with pointers then you've really got to use vertex arrays which are much, much faster for any non-trivial number of polygons, but again, too fiddly for just a few.

Cas Smiley

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