Glenableclientstate opengl es 2.09/4/2023 ![]() ![]() obj parser in obj-c and I was wondering: what if you load a model without a texture and only want to show a color on the object? Or: what if you want load a model with only a texture mapped to it but no separate color per vertex? And: Isn't putting color values and texture coordinate bloating the Vertex struct with too much data.Īctually it is the usual way to separate the vertex data into position, color, etc. In case you are wondering why I want to separate these values: I'm currently making my own. ![]() Or is there a way to put color values and texture coordinates in separate arrays? But then the question arises: how do I call glDrawElements with separate arrays? Where should I specify every separate color value and texture coordinate for every individual vertex? Should those properties always be listed in the same array (struct) as the vertex positions? Like so: const Vertex Vertices = , I've been googling for a few hours now and didn't find an answer yet to my question. But there is one thing I really don't understand which blocks me from continuing. I've been learning OpenGL for a few days now by following some tutorials and coding some experiments of my own.
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