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 -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en