Hi ;D
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 :
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);

