Vertices, Texture coordinates, Normals and Colors have a 1 to 1 to 1 to 1 relationship. That means that for any given vertex, you can define:
The vertex's location The texture coordinate The normal The color If you define 4 vertices (with or without any of the other attributes, doesn't matter), you can draw 2 triangles using drawElements. Let's say that your verts define the following for a 2d square: top left, top right, bottom right, bottom left Easy enough, clockwise rotation. Your indices would look like: 0,1,2, 0,2,3 let's say you put that into a directly-allocated ShortBuffer called indexBuffer. You'd then just call glDrawElements(GL10.GL_TRIANGLES, 6, indexBuffer); which says, "draw triangles using 6 points indexed by this index buffer" Make sense? On Mar 23, 6:09 pm, Perty <pertyj...@gmail.com> wrote: > 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.