at first, another question. will this work ?
(i'm using gl4java, just ignore the gl.* and glEnum.*)
or do i have to use glActiveTextureARB ? whats the difference ?Code :public void setStates(GLFunc gl) { gl.glEnableClientState(GLEnum.GL_VERTEX_ARRAY); if (hasNormals) { gl.glEnableClientState(GLEnum.GL_NORMAL_ARRAY); } if (hasColors) { gl.glEnableClientState(GLEnum.GL_COLOR_ARRAY); } if (hasFog) { gl.glEnableClientState(GLEnum.GL_FOG_COORDINATE_ARRAY_EXT); } if (hasUnit0TexCoords) { gl.glActiveTexture(0); gl.glEnableClientState(GLEnum.GL_TEXTURE_COORD_ARRAY); } if (hasUnit1TexCoords) { gl.glActiveTexture(1); gl.glEnableClientState(GLEnum.GL_TEXTURE_COORD_ARRAY); } if (hasUnit1TexCoords) { gl.glActiveTexture(2); gl.glEnableClientState(GLEnum.GL_TEXTURE_COORD_ARRAY); } if (hasUnit1TexCoords) { gl.glActiveTexture(3); gl.glEnableClientState(GLEnum.GL_TEXTURE_COORD_ARRAY); } }
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next question : i already have working vertex arrays. how can i make them faster by using vars ?
can i still manipulate single elements inside this array ?
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final question :
when i'm done, i want to use an interleaved array, storing all data that is needed, making use of indexed access, AND use all this as a var.
is it possible, and if yes, how ?



