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Heya, I just wanted some help with using vertex arrays. I wrote a Q3BSP map loader and this is the code that does the rendering, and it works as intended: [code=c++]glBegin(GL_TRIANGLES); for (int i = 0; i < curFace.meshVertexCount; i++) { int meshIndex = meshvertices[curFace.meshVertexOffset + i].offset; glVertex3fv(vertices[curFace.vertexOffset + meshIndex].position); …

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[URL="http://www.pcpro.co.uk/news/197442/intel-not-ruling-out-shortages-after-chinese-earthquake.html"]PC Pro is reporting[/URL] that Intel hopes that its Chinese manufacturing plant is back in production by next week, but following the earthquake disaster has to admit that the situation could best be described as being 'dynamic.' The chip packaging plant in Chengdu, some 60 miles away from the earthquake …

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