Offset in vertex arrays?
I''m using vertex arrays when rendering, and I''m windering if I can use any sort of ''offset'' when using glColorPointer(), and glNormalPointer()?
The glDrawArrays function specifies multiple primitives to render.
void glDrawArrays(
GLenum mode,
GLint first,
GLsizei count
);
Parameters
mode
The kind of primitives to render. The following constants specify acceptable types of primitives: GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_QUAD_STRIP, GL_QUADS, and GL_POLYGON.
first
The starting index in the enabled arrays.
count
The number of indexes to render.
void glDrawArrays(
GLenum mode,
GLint first,
GLsizei count
);
Parameters
mode
The kind of primitives to render. The following constants specify acceptable types of primitives: GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_QUAD_STRIP, GL_QUADS, and GL_POLYGON.
first
The starting index in the enabled arrays.
count
The number of indexes to render.
I know what glDrawArrays() does, but I was asking if i could use an offset in ONLY glColorPointer(), and glNormalPointer(), because II don''t want to start at the beginning of the array.
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