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

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