i don’t think my brain is functioning properly, because i can’t figure out how to do something that seems relatively straightforward…
i have a float array that is storing a mesh of vertices that makes up a terrain map, the array is set up so that i can render all the vertices as points by doing this after i enable vertex arrays and point them to my float array:
for(int i = 0; i < numVertices; ++i)
my problem is that i can’t figure out (for whatever reason) how to calculate and store the indices to the vertices that would be needed to render this mesh as a series of triangle strips with a single call to glDrawElements();
i know that the number of strips in the mesh is the length of one column of the mesh minus one, and the number of vertices per strip is two times the width of the mesh… but for some reason i can’t quite put it all together and get it to work
i hope that was clear enough…
any help is greatly appreciated!!
[This message has been edited by plucky (edited 01-30-2001).]