Are you saying that complete vertex definition in your example should
look like:

gl.glVertexPointer(3, GL10.GL_FLOAT, 7, cubeVertices);
gl.glColorPointer(4, GL10.GL_UNSIGNED_BYTE, 7, cubeVertices);
gl.glNormalPointer(GL_SHORT, 7, cubeVertices);

? But how to specify offset for cubeVertices in glColorPointer and
glNormalPointer?

BR,
Bartek Teodorczyk

On Nov 25, 4:31 pm, Marc <[email protected]> wrote:
> 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 <[email protected]> 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
>
>

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