I keep wondering…why is there no glMaterialPointer() call or something to that effect for vertex arrays? You can call glMaterial() between a glBegin()/glEnd() block to change the current material in the middle of the vertex list…so why not the same when you specify a vertex list with glDrawElements() or glDrawArrays()? (and the darn thing is that there IS a glColorPointer() call! But I’m only interested in colors as a result of shading…)
PS: for that matter…why can’t calls that change the current texture(like glBindTexture() or glTexImage2D() etc) be nested inside a glBegin()/glEnd() block? Or to take it further…a glBindTexturePointer() call for vertex arrays?
Very Perplexed!