Hi, If I use a glColorPointer together with a glVertexPointer and a glNormalPointer the vertex is all in the same position in the array (taking into accont the stride).
Thats working fine. But if I want to use the glDrawElement to save some memory (performance?) I do not understand how I should map the normals and the colors. How does the vertexIndex lookup table relates to the colors and normals? The glDrawElements is rendering the triangles fine but the normals and colors is all messed up. So I manually traverse the the index and creates a vertexArray now. It feels like I have just made a simple error. /Regards Perty -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe from this group, send email to android-developers+unsubscribegooglegroups.com or reply to this email with the words "REMOVE ME" as the subject.