Re: Seperating vertex coordinates and texture coordinates into seperate buffer objects ? (flipping glOrtho2D causes black line...)



Ok problem solved, little calculation error:

Was:

vPositionY := vVertexIndex div 500;
vPositionX := vVertexIndex mod 400;

Had to be:

vPositionY := vVertexIndex div 500;
vPositionX := vVertexIndex mod 500;

However I discovered a new problem:

When this code
// gluOrtho2D(0.0, mRenderToTextureWidth, mRenderToTextureHeight, 0.0);

Is changed to this code:
gluOrtho2D(0.0, mRenderToTextureWidth, 0.0, mRenderToTextureHeight);

Then a black line appears on the top ?! <- Wacky ?!

(This also flips the Y... hmmm)

Bye,
Skybuck.


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