Re: Loading attributes in a packed buffer?
Posted by
gouessej on
Dec 11, 2012; 10:11am
URL: https://forum.jogamp.org/Loading-attributes-in-a-packed-buffer-tp4027450p4027478.html
As you can see in the source code, I use GL_T2F_V3F, it means 2 texture coordinates followed by 3 vertex coordinates. In your case, it would rather be GL_V3F_C4F_N3F but it doesn't exist, rather use GL2.GL_C4F_N3F_V3F and put the data into your direct NIO buffer in this order: R G B A NX NY NZ X Y Z. Another solution consists in using
glVertexPointer, glColorPointer and glNormalPointer but with different values for the "stride" parameter, it would allow you to do exactly what you want, it is more flexible than glInterleavedArrays.