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480
D. Vertex Array Class
VA->CollapseCommonVertices( true );
VA->UseBufferObjects( true );
VA->SetTol( .001f );
for( int i = 0; i < 6; i++ )
{
for( int j = 0; j < 4; j++ )
{
GLuint k = CubeIndices[i][j];
VA->glColor3fv( CubeColors[k] );
VA->glVertex3fv( CubeVertices[k] );
}
}
VA->glEnd( );
VA->Print( ); // verify that vertices were really collapsed
. . .
// this goes in the display-callback part of the program:
VA->Draw( );
Figure D.1. The cube drawn by this code example, with axes added to show how the colors
correspond to the vertex coordinates.
481
This next example shows drawing gridlines on a terrain map. The
Heights[ ] array holds the terrain heights. This is a good
example of using the
RestartPrimitive( ) method so that the next grid
line doesn’t have to be in a new line strip. In this way, the entire grid is
saved as a single line strip and is drawn by blasting a single VA / VBO into
the graphics pipeline.
VertexArray *VA;
. . .
// this goes in the part of the program where graphics things
// get initialized once:
VA = new VertexArray( ); // create an instance of the class
// the real “constructor” is in the glBegin method
VA->CollapseCommonVertices( true );
VA->UseBufferObjects( true );
VA->SetTol( .001f );
int x, y; // loop indices
float ux, uy; // utm coords
VA->glBegin( GL_LINE_STRIP );
for( y = 0, uy = meteryMin; y < NumLats; y++, uy += meteryStep )
{
VA->RestartPrimitive( );
for( x = 0, ux = meterxMin; x < NumLngs x++, ux += meterxStep
)
{
float uz = Heights[ y*NumLngs + x ];
VA->glColor3f( 1., 1., 0. ); // single color = yellow
VA->glVertex3f( ux, uy, uz );
}
}
for( x = 0, ux = meterxMin; x < NumLngs; x++, ux += meterxStep )
{
VA->RestartPrimitive( );
for( y = 0, uy = meteryMin; y < NumLats; y++, uy +=
meteryStep )
{
float uz = Heights[ y*NumLngs + x ];
VA->glColor3f( 1., 1., 0. );
The Program Body
482
D. Vertex Array Class
VA->glVertex3f( ux, uy, uz );
}
}
VA->glEnd( );
. . .
// this goes in the display-callback part of the program:
VA->Draw( );
Figure D.2. A wireframe terrain map drawn as a single line
strip in a vertex buer object.
2
2 If you’re interested in timing, this dataset had 1024 × 569 grid points, and displayed at 1,000 FPS on
an NVIDIA GTX 480.

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