gldrawarrays corruption
Hi all,
I've read many threads on this.
But can't work out what (if anything) can(maybe!) get corrupted once this call has gone through.
You could arguably set all states back to your 'default' after doing the arraydraw but that could be very wasteful.
Cheers
I've read many threads on this.
But can't work out what (if anything) can(maybe!) get corrupted once this call has gone through.
You could arguably set all states back to your 'default' after doing the arraydraw but that could be very wasteful.
Cheers
Is there a question here?
Yeah :-)
I'm asking what (if anything) *is* corrupted after a gldrawarray?; because it isn't clear too me.
Cheers
I'm asking what (if anything) *is* corrupted after a gldrawarray?; because it isn't clear too me.
Cheers
"corrupted"?
Are you referring to client data (your data) or server state (GL state)?
The GL state for active attributes (eg. glColor()) is undefined after calling glDrawArrays(). You will need to reset the value of glColor() if you later choose to draw an object with glDisableClientState(GL_COLOR_ARRAY).
As for your own data, glDrawArrays() does not modify any client data. If you experience crashes or similar problems when calling glDrawArrays() you have a bug in your code. Your either passing OpenGL bad data or overwriting the data yourself.
The GL state for active attributes (eg. glColor()) is undefined after calling glDrawArrays(). You will need to reset the value of glColor() if you later choose to draw an object with glDisableClientState(GL_COLOR_ARRAY).
As for your own data, glDrawArrays() does not modify any client data. If you experience crashes or similar problems when calling glDrawArrays() you have a bug in your code. Your either passing OpenGL bad data or overwriting the data yourself.
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Ahhhhh, I see!
Thanks; that's useful to know
Cheers
Thanks; that's useful to know
Cheers