GL_VERTEX_ARRAY and TEXTURE problem |
Author :
vulatskee
Post Date :
2008-01-21 05:45
Posts :
3
|
glClearColorx(0, 0, 0, 0);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glLoadIdentity();
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glOrthox(-FIXINT(1), FIXINT(1), -FIXINT(1), FIXINT(1), -FIXINT(1), FIXINT(1));
glVertexPointer(2, GL_FLOAT, 0, &vGLFloat[0]);
glDrawArrays(GL_LINE_LOOP , 0, 16);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, data->image2dLib[i].texture);
glEnable( GL_TEXTURE_2D );
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, ind);
hello I'm trying to draw two stuff on the screen
glDrawArrays(GL_LINE_LOOP , 0, 16);
and
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, ind);
but the texture that is supposed to be binded for the glDrawElements() seems to be binded on the glDrawArrays()
Can anybody tell me how to solve this? |
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