the whole range concept doesn't seem to be working for me here.
The program is suppose to render either the full object, or either half. Key 1 and 2 work ( if key 2 really works..i'm not sure because..) . Key 3 doesn't seem to work..i've tried a varity of range input as well. I know changing the pointer will work but i shouldn't have too if range does what it says.
The program is suppose to render either the full object, or either half. Key 1 and 2 work ( if key 2 really works..i'm not sure because..) . Key 3 doesn't seem to work..i've tried a varity of range input as well. I know changing the pointer will work but i shouldn't have too if range does what it says.
GLGraphics 800,600 glewInit() Local fltVertex#[] =[ -1.0 , 1.0 , 0.0 , 1.0 , 1.0, 0.0 , -1.0, -1.0, 0.0 , 1.0, -1.0, 0.0 ] Local fltColor#[] = [ 1.0 , 0.0 , 0.0 , 0.0 , 1.0, 0.0 , 0.0, 0.0, 1.0 , 1.0, 1.0, 0.0 ] ' Red Green Blue Yellow Local shtElements:Short[] = [ 0:Short, 1:Short, 2:Short, 1:Short, 3:Short , 2:Short ] glMatrixMode(GL_PROJECTION); ' // Select The Projection Matrix glLoadIdentity(); '// Reset The Projection Matrix '// Calculate The Aspect Ratio Of The Window gluPerspective(45.0 ,Float(GraphicsWidth())/GraphicsHeight(),0.1 ,100.0 ); glMatrixMode(GL_MODELVIEW); '// Select The Modelview Matrix glLoadIdentity(); glShadeMOdel(GL_SMOOTH); glClearColor( 0.0, 0.0 , 0.0 , 0.0 ) glEnable(GL_DEPTH_TEST); ' // Enables Depth Testing glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glEnableClientState(GL_VERTEX_ARRAY) glEnableCLientState(GL_Color_Array) glVertexPointer(3, GL_FLOAT , 0 , Varptr(fltVertex[0]) ) glColorPointer(3, GL_FLOAT , 0 , Varptr(fltColor[0]) ) Local KeyInput = KEY_1 While Not KeyHit(KEY_A) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); '// Clear The Screen And The Depth Buffer glLoadIdentity(); '// Reset The Current Modelview Matrix glTranslatef( 0.0 , 0.0, -5.0 ) If KeyHit(KEY_1) Keyinput = KEY_1 ElseIf KeyHit(Key_2) keyinput = KEY_2 ElseIf KeyHit(Key_3) keyinput = KEY_3 EndIf Select KeyInput Case KEY_1 glDrawRangeElements(GL_TRIANGLES, 0,5,6, GL_UNSIGNED_SHORT , Varptr(shtElements[0]) ) Case Key_2 glDrawRangeElements(GL_TRIANGLES, 0,2,3, GL_UNSIGNED_SHORT , Varptr(shtElements[0]) ) Case Key_3 glDrawRangeElements(GL_TRIANGLES, 3,5,3, GL_UNSIGNED_SHORT , Varptr(shtElements[0]) ) End Select Flip() Wend gldisableClientState(GL_VERTEX_ARRAY) gldisableCLientState(GL_Color_Array)