I need this:
And I HAVE TO use glDrawElements
and this: glEnable(GL_CULL_FACE)
.
What I tried:
...
glm::vec3 CMyApp::GetCylinderUV(float u, float v)
{
u *= 2* 3.1415f;
float r = 1;
return glm::vec3(r * cosf(u), 2 * v, r * sinf(u));
}
...
glEnable(GL_CULL_FACE);
...
Vertex vert[(N+1)*(M+1)];
for (int i=0; i<=N; ++i)
for (int j=0; j<=M; ++j)
{
float u = i/(float)N;
float v = j/(float)M;
vert[i + j*(N + 1)].p = GetCylinderUV(u, v);
vert[i + j*(N+1)].c = glm::normalize( vert[i + j*(N+1)].p );
}
...
GLushort indices[3*2*(N)*(M)];
for (int i=0; i<N; ++i)
for (int j=0; j<M; ++j)
{
// (i,j+1)
// o-----o(i+1,j+1)
// |\ | a = p(u_i, v_i)
// | \ | b = p(u_{i+1}, v_i)
// | \ | c = p(u_i, v_{i+1})
// | \ | d = p(u_{i+1}, v_{i+1})
// | \|
// (i,j) o-----o(i+1, j)
indices[6*i + j*3*2*(N) + 0] = (i) + (j)* (N+1);
indices[6*i + j*3*2*(N) + 1] = (i+1) + (j)* (N+1);
indices[6*i + j*3*2*(N) + 2] = (i) + (j+1)*(N+1);
indices[6*i + j*3*2*(N) + 3] = (i+1) + (j)* (N+1);
indices[6*i + j*3*2*(N) + 4] = (i+1) + (j+1)*(N+1);
indices[6*i + j*3*2*(N) + 5] = (i) + (j+1)*(N+1);
}
glDrawElements( GL_TRIANGLES,
3*2*(N)*(M),
GL_UNSIGNED_SHORT,
0);
And the bad result:
But it can be fix with delete glEnable(GL_CULL_FACE);
, but I have to use that.
Finally I found the answer for my question:
GetCylinderUV
I negated the u: u *= -2 * 3.1415f;
. It's necesseary for turn the lateral inside out.