Texturing in one pass

Hi all,

I have a problem that’s really confusing me.

I’m rendering a cube using array (vertex, color & normals), each side of the cube has a different color.
this works fine.

gl.glEnableClientState(GL.GL_TEXTURE_COORD_ARRAY);
gl.glTexCoordPointer(2, GL.GL_FLOAT, 0, currentObj.objGetTextureArray());
gl.glEnableClientState(GL.GL_VERTEX_ARRAY);
gl.glVertexPointer(3, GL.GL_FLOAT ,0, currentObj.objGetVertexArray ());
gl.glEnableClientState(GL.GL_NORMAL_ARRAY);
gl.glNormalPointer(GL.GL_FLOAT,0,currentObj.objGetNormalArray ());
gl.glEnableClientState(GL.GL_COLOR_ARRAY);
gl.glColorPointer(4, GL.GL_FLOAT ,0,currentObj.objGetColorArray ());

I want to add a texture to one face of the cube. I use a Texture bind & Texture Array.
texture.bind();
gl.glEnableClientState(GL.GL_TEXTURE_COORD_ARRAY);
gl.glTexCoordPointer(2, GL.GL_FLOAT, 0, currentObj.objGetTextureArray());

This works fine, I can see the texture on one side, but all the other faces of the cube have the texture color.
It is because, I think,the faces with no textures have 0,0 UV coordinates in the array, and OpenGL applies its color.

The problem is I want to render the cube in one pass.

If I remove the 0.0 UV coordinates, the array wont match the vertex list.

Is this possible in one pass ?

Thanks for your help.

If by ‘one pass’ you mean 1 draw call (glDrawArrays or glDrawElements, etc…) then the answer is no.

You need to draw the sides that have a texture and then disable texturing and draw the rest of the cube (or vice versa).

Yes , one pass with glDrawArrays.
Ok I understand, thanks for your help.