GenBuffersARB(1, &s.VertexVBOID);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, s.VertexVBOID);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(Vertex) * mVertsPerSection, NULL, GL_DYNAMIC_DRAW); // allocate memory on gfx card
glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(Vertex) * mVertsPerSection, &s.Vertices[0].location[0]); // Actually upload the data
glBindBuffer(GL_ARRAY_BUFFER_ARB,0);

After I recreate window this doesn't work...
If I don't recreate window then it's rendered correctly...

Everything else except the genbuffered tilemap is rendered okay.

So glDrawArrays(GL_QUADS, iIndex*4, 4); works well

but:
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, mTileSections[i].VertexVBOID);
// Resetup our pointers. This doesn't reinitialize any data, only how we walk through it
glVertexPointer(3, GL_FLOAT, sizeof(Vertex), 0);
glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), BUFFER_OFFSET(12));
glColorPointer(4, GL_FLOAT, sizeof(Vertex), BUFFER_OFFSET(32));
glNormalPointer(GL_FLOAT, sizeof(Vertex), BUFFER_OFFSET(20));
// Draw everything! GJ!
glDrawArrays(GL_QUADS, 0, mVertsPerSection); // CountPrevIndices(iZ), _depthIndices[iZ]*4);/

is not rendered after recreated window.

Or atleast nothing is rendered o_O

 
Last edit: Nicklas Holmgren 2013-12-27