[PyOpenGL-Users] Using gl*Pointer with vertex buffer objects
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From: Jason T. <ten...@gm...> - 2008-02-26 16:13:39
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I would like to use a single vertex buffer object to contain information about vertices, normals, and colors. According to the GL spec for glNormalPointer, glVertexPointer, and glColorPointer: If a non-zero named buffer object is bound to the GL_ARRAY_BUFFER target (see glBindBuffer) while a normal/vertex/color array is specified, pointer is treated as a byte offset into the buffer object's data store. Also, the buffer object binding (GL_ARRAY_BUFFER_BINDING) is saved as normal vertex array client-side state (GL_NORMAL_ARRAY_BUFFER_BINDING). Is there any way to do this currently? PyOpenGL seems to expect an actual sequence for the pointer value. If there isn't a way of doing this already, I'll poke around and see if I can't make a patch to support this alternative behavior in my spare time. Any suggestions about how to go about this patch for PyOpenGL? (I'm fairly swift with Python, minimal experience with ctypes, and moderate OpenGL experience.) --Jason -- ^ ^ <<o.o>> ="'=="`== |