Closed dol-leodagan closed 8 years ago
Huh, in the few years that this project has been around, no one has complained about this issue and I've never experienced it with either NVIDIA or Intel drivers. Guessing they both zero out memory first, so I have a bunch of degenerate triangles at (0, 0, 0) or something.
It is still an issue, so I'll merge it in.
levelNumVerts
is only used for that, so I'll probably go and change that variable afterwards to be clearer.
ac237d8 is how I chose to clean things up.
levelNumVerts
is also used for sizing BufferData in ExampleWindow.Drawing.cs, line 160, but it could replaced with a local var...
I'm using an AMD Radeon by the way, but I may have observed this because I use smaller scaled models in the Example windows (around 20-50 time smaller scale than the demo Level), and I zoom a lot to fly around them...
Edit : a bit too slow ;)
GL Draw with Triangles need a Triangle Count and not a vertex count.
This Remove some Garbage Triangle displayed from buffer overflow in the SharpNav Demo