this is my opengl-es 2.0 code :
{
for (surfnum=0;surfnum<surftotal;surfnum++){
for (i=0;i<triNum[surfnum];i++){
GLfloat *Vertices[] = { triArray[surfnum][i].normpt1, triArray[surfnum][i].normpt2,triArray[surfnum][i].normpt3};
glGenBuffers(1, &ui32Vbo);
glBindBuffer(GL_ARRAY_BUFFER, ui32Vbo);
unsigned int uiSize = 3 * (sizeof(GLfloat) * 1);
glBufferData(GL_ARRAY_BUFFER, uiSize,*Vertices, GL_STATIC_DRAW);
}
}
}
for(int i = 0; i < 80000; ++i)
{
glClear(GL_COLOR_BUFFER_BIT);
int i32Location = glGetUniformLocation(uiProgramObject, "projmatrix");
glUniformMatrix4fv( i32Location, 1, GL_FALSE, pfIdentity);
glEnableVertexAttribArray(VERTEX_ARRAY);
glVertexAttribPointer(VERTEX_ARRAY, 3, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_TRIANGLES, 0,i);
eglSwapBuffers(eglDisplay, eglSurface);
}
This is my opengl-es 2.0 code . I was working on opengl 1.1 in which i was able to show the iso surface form data .
This is my Opengl 1.1 code:
void drawTriangle()
{
int surfnum, i;
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(0,0.6,0.1);
for (surfnum=0;surfnum<surftotal;surfnum++)
{
for (i=0;i<triNum[surfnum];i++)
{
glBegin(GL_POLYGON);
glNormal3fv(triArray[surfnum][i].normpt1);
glVertex3fv(triArray[surfnum][i].pt1);
glNormal3fv(triArray[surfnum][i].normpt2);
glVertex3fv(triArray[surfnum][i].pt2);
glNormal3fv(triArray[surfnum][i].normpt3);
glVertex3fv(triArray[surfnum][i].pt3);
glEnd();
glFlush();
glutSwapBuffers();
}
}
}
I am not getting the same result as I was getting in opengl , in opengl-es 2.0 also a
warning coming like: libegl: use software fallback ;
output occurs very slowly
here the output goes out of window
If you want an other information ask me.