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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