Is it possible to use per vertex data interleaved in OpenGL ES on Android?
I'm unable to get the correct offset pointers for the normal and color members.
In C++ I would do something like this:
struct ColoredVertexData3D{
    Vertex3D    vertex;
    Vector3D    normal;
    ColorRGBA   color;
};
const ColoredVertexData3D vertexData[] =
{
    {
        {0.0f, 0.5f, 0.8f},       // Vertex |
        {0.0f, 0.4f, 0.6f},       // Normal | Vertex 0
        {1.0f, 0.0f, 0.0f, 1.0f}  // Color  |
    },
    {
        {0.8f, 0.0f, 0.5f},       // Vertex |
        {0.6f, 0.0f, 0.4f},       // Normal | Vertex 1
        {1.0f, 0.5f, 0.0f, 1.0f}  // Color  |
    },
    // ... more vertexes.
};
const int stride = sizeof(ColoredVertexData3D);
glVertexPointer(3, GL_FLOAT, stride, &vertexData[0].vertex);
glColorPointer(4, GL_FLOAT, stride, &vertexData[0].color);
glNormalPointer(GL_FLOAT, stride, &vertexData[0].normal);
Is the same thing possible on Android in Java? This is what I currently got:
ByteBuffer vertexData = ...;
int stride = 40;
gl.glVertexPointer(3, GL10.GL_FLOAT, stride, vertexData);
// This obviously doesn't work. ------------v
gl.glColorPointer(4, GL10.GL_FLOAT, stride, &vertexData[0].color);
gl.glNormalPointer(GL10.GL_FLOAT, stride, &vertexData[0].normal);
The basic idea is to call duplicate() on the ByteBuffer, which creates a new ByteBuffer that shares the underlying storage but allows you to start at a different position.
Here's what worked for me:
FloatBuffer verticesNormals;
// ... code to initialize verticesNormals ...
// verticesNormals contains 6 floats for each vertex. The first three
// define the position and the next three define the normal.
gl.glVertexPointer(3, gl.GL_FLOAT, 24, verticesNormals);
// Create a buffer that points 3 floats past the beginning.
FloatBuffer normalData = mVerticesNormals.duplicate();
normalData.position(3);
gl.glNormalPointer(gl.GL_FLOAT, 24, normalData);
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