The color array I pass to glColorPointer has each row of points stored as one color to make the gradient and the indices array I pass to glDrawElements draws all the triangles in rows, but I do the same thing on the PC with OpenGL, so I wasn't sure why Vincent produces the stripy result.
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I'm using GL_SMOOTH but the colors on my mesh aren't coming out smooth.
Here's what I am trying to get with Vincent. This screenshot is OpenGL on the Desktop PC.
http://www.spacetimemobile.com/images/v2/gl/gl.jpg
Here's the same thing running on my Dell Axim x50v using Vincent.
http://www.spacetimemobile.com/images/v2/gl/gles.jpg
Is this the way GL_SMOOTH is supposed to perform in Vincent? Do I have to call something else besides glShadeModel(GL_SMOOTH) on Vincent? Thanks.
I forgot to mention, I am using one call to glDrawElements with GL_TRIANGLES to draw the entire object.
Do those lines correspond to any feature of your geometry (e.g. stitching lines of triangles)?
The color array I pass to glColorPointer has each row of points stored as one color to make the gradient and the indices array I pass to glDrawElements draws all the triangles in rows, but I do the same thing on the PC with OpenGL, so I wasn't sure why Vincent produces the stripy result.