I have a vertex array that I draw as follows (I am working to convert this to a single glDrawArrays call, so that is not the issue here):
gl.glVertexPointer(3, GL.GL_FLOAT, 0, buff);
for ( int i = 0; i < numPoints; i++ ) {
gl.glDrawArrays(GL.GL_LINE_LOOP, i*verticesPerPoint, verticesPerPoint);
}
This works, but I would like to scale the line loops being drawn. I tried calling glScaled
before calling glDrawArrays, but then the points don't show up. I would've thought the scaling just scales the line loops in place, but that does not seem to be the case.
Note when the vertices in the buffer are unscaled since I was hoping to be able to reuse the same buffer at different scales. The idea is that I can redraw the shapes a constant pixel size without recreating the array on each pass.
Can anyone explain what I am doing wrong or if this is even possible?