No subject

Wed Apr 28 21:25:55 PDT 2010

Indicesp is a pointer to an array of U16s that are offsets to vertexes in
the vertex buffer. Read it as the vertexes normals and all this other stuff
being in static arrays. It then runs through the indice list and runs the
associated glVertex3f commands or whatever on the vertex at the specified
index on the array. This is done for all data types.

vector<LLVector3> verts;
vector<LLVector4> colors;
vector<LLVector3> normals;
U16 indices[3] = {0, 1, 2, 1};

for(U16 i = 0; i < 3; ++i)
        U16 x = indices[i];


Is the most simple example I can think of that would demonstrate how it
works internally.

In the code example you have, the vertexes are drawn one by one in immediate
mode, which is both slow, and undesired. You will have to do some research
into using proper vertex buffers to properly convert the code.

On Wed, Jun 2, 2010 at 19:35, Rob Nelson <nexisentertainment at>wrote:

> I am almost to the point of going crazy.  I was going to write a
> notecard to a Linden, but I've been knocked out of SL for reasons
> unknown, so I'll have to ask here.
> In my infinite lack of wisdom, I decided to start working on a project
> where I replace the heightmap terrain in Second Life with one based on
> voxels.  To get to the core of the reasoning behind this switch so I
> don't spend too much time on it:
>  * Voxel-based land allows creation of overhangs/caves/floating chunks
> of land (not possible with heightmaps)
>  * Also adds the ability to handle up to 255 terrain materials
> (textures, eventually detail shaders) instead of 4, and the materials
> are placed where desired instead of at fractional heights.
> I am working on the rendering code in the SL viewer at the moment,
> having completed the server-side code and some of the client-side
> packet-handling classes.  However, I have zero familiarity with OpenGL,
> so bear with me.
> My viewer needs to construct a terrain surface (a mesh) for display.  I
> have completed an LLViewerObject to this end, except for:
> ::getGeometry(LLStrider<LLVector3> &verticesp,
>        LLStrider<LLVector3> &normalsp,
>        LLStrider<LLColor4U> &colorsp,
>        LLStrider<LLVector2> &texCoords0p,
>        LLStrider<LLVector2> &texCoords1p,
>        LLStrider<U16> &indicesp)
> What is confusing me is indicesp.  I think it has something to do with
> connecting vertices, but I'm not sure how.  The example code I am
> working with uses a mess of lookup tables in the following loop for each
> voxel:
>        //Draw the triangles that were found.  There can be up to five per
> cube
>        for(iTriangle = 0; iTriangle < 5; iTriangle++)
>        {
>            if(a2iTriangleConnectionTable[iFlagIndex][3*iTriangle] < 0)
> break;
>            for(iCorner = 0; iCorner < 3; iCorner++)
>            {
>                iVertex =
> a2iTriangleConnectionTable[iFlagIndex][3*iTriangle+iCorner];
>                vGetColor(sColor, asEdgeVertex[iVertex],
> asEdgeNorm[iVertex]);
>                glColor4f(sColor.fX, sColor.fY, sColor.fZ, 0.6);
>                glNormal3f(asEdgeNorm[iVertex].fX,
> asEdgeNorm[iVertex].fY,   asEdgeNorm[iVertex].fZ);
>                glVertex3f(asEdgeVertex[iVertex].fX,
> asEdgeVertex[iVertex].fY, asEdgeVertex[iVertex].fZ);
>            }
>        }
> Can anyone give me any pointers on getting this converted?
> Thanks.
> Rob
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