if(GLext_ARB_vertex_buffer_object)
{
if(node->VBODataBuffID) glDeleteBuffersARB(1, &node->VBODataBuffID);
glGenBuffersARB(1, &node->VBODataBuffID);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, node->VBODataBuffID);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, node->numFaces*24*sizeof(GLfloat), node->data, GL_STATIC_DRAW_ARB);
}
if(GLext_ARB_vertex_buffer_object)
{
glBindBufferARB(GL_ARRAY_BUFFER_ARB, node->VBODataBuffID);
glInterleavedArrays(GL_T2F_N3F_V3F, 0, 0);
}
else
{
glInterleavedArrays(GL_T2F_N3F_V3F, 0, node->data);
}
glDrawArrays(GL_TRIANGLES, 0, node->numFaces*3); |