Hi, i’ve been working on a fractal planet program in OpenGL, having a few small problems.
1st - my program runs fine for most people, but one user reported that the screen looked like a “mass of polygons” on his machine. This was an intermittent problem. (code is at http://www.mediafire.com/?m85reffuoicq1v1).
(EDIT: I fixed this, looks like my NearView was too close to zero at 0.01, with a FarView of 10000, I upped nearview to 1.0 and he reports no more problems)
I’m rendering the sphere as a number of Quad Strips, using vertex arrays etc to send the data to the video card, then each is converted to a display list which is called each frame.
Because of the reported errors with my release build, I did a debug build, but when I did that all the spherical planets now look egg-shaped! (in model coordinates, not screen coordinates). Does anyone know a reason the transform should be different when I do a release vs debug build?
I’m basically looking for some pointers to help me fix or avoid these sorts of issues.
I’m using visual c++ / 2008 express, GLUT (should I switch to using SDL or something? Could that help?)
The code, along with Win32 release and debug exe’s (and a couple of screenshots) are on the forum thread where I’ve based this project, here: http://www.bay12forums.com/smf/index.php?topic=91670