> Now OpenGL operates on those compound vectors, which implicates,
> that in such a situation like your's you're dealing not with a
> structure like your's
>
>> v[] = { 0,0,0,
>> 1,1,0,
>> 0,1,0 }
>>
>> n[] = { 1,0,0
>> 1,0,0,
>> 1,0,0 }
>
> But instead with something like
>
> typedef struct vertex {
> GLfloat p[4];
> GLfloat n[3];
> } vertex;
Yeah, I was just simplifying my code to emphasize my point. My data is
actually organized like this:
typedef unsigned int colorRGBA;
struct Vector3d { float x,y,z; };
struct Vertex
{
float u,v;
colorRGBA color;
Vector3d normal;
Vector3d coord;T2F_N3F_V3F
};
So I guess, my best bet would be interleaved arrays. Unfortunately, in
order to use interleaved arrays, it looks like I will have to strip out
color, as there is no T2F_C4UB_N3F_V3F. Which seems like kind of an odd
omission to me. I know of atleast two consoles which pack this way.
Yet I don't know of one that does T2F_C4F_N3F_V3F. Oh, well, I don't
actually need color in most instances, so I will just make a vertex
variant without it, and use T2F_N3F_V3F.
Thanks for the help,
~S


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