[android-developers] Re: glDrawElements vs glDrawArrays with glColorPointer in opengl es GL10

2010-03-24 Thread Perty
Hi Robert, thanks for your help. Yes, thats makes sense and it's exactly how I do it I think. But does the relationship (1 to 1 to 1 to 1, vertexarray,colorarray,normalarrat, textmaparray) still apply when you use glDrawElements ? For example a when creating a 3D cube, the same vertex could

[android-developers] Re: glDrawElements vs glDrawArrays with glColorPointer in opengl es GL10

2010-03-24 Thread Mario Zechner
You can't specify that with indices. Instead you will have to duplicate those vertices which share the same position but have different normals, colors and texture coordinates. Think of it this way: You have an array of vertices, each defined by a position, color, normal and texture coordinates.

[android-developers] Re: glDrawElements vs glDrawArrays with glColorPointer in opengl es GL10

2010-03-24 Thread Robert Green
In short, what mario is saying is that if you have the same vertex and you want different texture coordinates for it (like if you want to display the same texture on each side of a cube, the verts each need 3 different texture coordinates), it's no longer the same vertex but a different vertex

[android-developers] Re: glDrawElements vs glDrawArrays with glColorPointer in opengl es GL10

2010-03-24 Thread Perty
Ok, So the conclution is that it's not working the way I thought it would :-) I'm importing the vertex, colors and normals from a collada.xml and it's build in a nice way with indices so I assumed they had OpenGL in mind when they developed the format and therefore pursued with the

[android-developers] Re: glDrawElements vs glDrawArrays with glColorPointer in opengl es GL10

2010-03-24 Thread Robert Green
Most file format are built for efficiency. Often times they will define all of the unique vertices, unique normals, unique texture coordinates and then give you faces which have pointers to the 3 vertices, normals and texture coordinates for that face. That's ideal because it's the smallest

[android-developers] Re: glDrawElements vs glDrawArrays with glColorPointer in opengl es GL10

2010-03-23 Thread Robert Green
Vertices, Texture coordinates, Normals and Colors have a 1 to 1 to 1 to 1 relationship. That means that for any given vertex, you can define: The vertex's location The texture coordinate The normal The color If you define 4 vertices (with or without any of the other attributes, doesn't matter),