I am fairly new to this too, so my reply is sort of a guess, but I
think it my be helpful anyhow. I am rendering 3d models exported from
blender this way though.

for me I was doing:
 gl.glVertexPointer(3, GL10.GL_FLOAT, 0, cubeVertices);

instead of:
  gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, vertexBufferIndex);
  glVertexPointer(3, GL_FIXED, 0, 0);

so for interleaved data:
 gl.glVertexPointer(3, GL10.GL_FLOAT, 7, cubeVertices);
 the last parameter is the number of data points, and the 2nd to last
is how many to skip after each row. So it reads 3 vertices then skips
4 (color) then skips 3 (normals) then reads more vertices. The color
and normal pointer calls are the same except the pointer to the data
is offset by 4 and 7.





On Nov 24, 10:37 am, Bartek Teodorczyk <bar...@gmail.com> wrote:
> Hi,
>
> Passing separate vertex data is straightforward and works correctly,
> e.g.:
>
> gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, vertexBufferIndex);
> glVertexPointer(3, GL_FIXED, 0, 0);
> gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, colorBufferIndex);
> glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0);
> gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, normalBufferIndex);
> glNormalPointer(GL_FIXED, 0, 0);
>
> But what to do when the vertex data buffer is shared and provided as
> interleaved? I assume that glBindBuffer method has to called only one
> time at the beginning. What should be the last parameter of
> glVertexPointer, glColorPointer and glNormalPointer methods?
>
> BR,
> Bartek Teodorczyk

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