Hello again, I'm studying the three source files for the GLSurfaceViewActivity api demo app and everything really seems to be falling into place.
I'm struggling with one part, though. The use of indices and glDrawElements() makes sense and is quite nifty (almost as good as a Call List) with the ability to save memory with reused vertices. What puzzles me, is how this is going to work when I'm ready to add Normals and Texture coordinates. I follow the setup, using the pointer functions to load in the arrays, but the issue comes with the fact that texture coordinates and normals can be reused, but not at all with the same indices as the vertices and colors. Does this force me to use glDrawArray() instead? I can imagine that this will take up quite a bit more memory, but it should work fine. I've converted the Cube.java source to use it and it works correctly. I would love, though, to save memory where I can, so if there a proper way to retain the glDrawElements() functionality and include Normals and Texture Coordinates, that would be awesome. I suspicion that I should be directing this to an OpenGL ES forum, but if someone has already tackled this it would be great to get the answer however I can. Thanks again, Jeremiah -- You received this message because you are subscribed to the Google Groups "Android Beginners" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-beginners?hl=en

