Example #1
0
void initHeightMap ()
{
  num_hm_elements = hm.sizeOfTriangleVertices()*2;
  vec4 hm_elements [num_hm_elements];
  hm.flattenTriangles (hm_elements);

  // num_hm_elements = hm.getSize () * 2;
  // vec4 hm_elements [num_hm_elements];
  // hm.flatten (hm_elements);

  // indices = new unsigned [ hm.sizeOfTriStripIndices () ];
  // hm.flattenTriStripIndices (indices);

  glGenVertexArrays(1, &hm_vao);
  glBindVertexArray(hm_vao);

  GLuint buffer; 
  glGenBuffers (1, &buffer); 
  glBindBuffer (GL_ARRAY_BUFFER, buffer); 

  glBufferData (GL_ARRAY_BUFFER, num_hm_elements*sizeof(vec4), hm_elements, GL_STATIC_DRAW);

  glEnableVertexAttribArray ( vPosition );
  glVertexAttribPointer ( vPosition, 4, GL_FLOAT, GL_FALSE, sizeof(vec4)*2, BUFFER_OFFSET(0) );

  glEnableVertexAttribArray( vColor );
  glVertexAttribPointer ( vColor, 4, GL_FLOAT, GL_FALSE, sizeof(vec4)*2, BUFFER_OFFSET(sizeof (vec4)));
}
Example #2
0
void displayTerrain ()
{
  glUniform1i (solidColor, 0);
  glUniformMatrix4fv (vMvp, 1, GL_TRUE, projectionView);

  glBindVertexArray( hm_vao );
  glPrimitiveRestartIndex (PRIMITIVE_RESTART);
  glDrawArrays( GL_TRIANGLES, 0, hm.sizeOfTriangleVertices () );
  //glDrawArrays( GL_LINE_STRIP, 0, hm.getSize () );
  //glDrawElements ( GL_TRIANGLE_STRIP, hm.sizeOfTriStripIndices (), GL_UNSIGNED_INT, indices);
}