Stride And Offset for a VBO that contains Normals Vertecies and Colors

Started by gopgop, June 21, 2013, 11:09:46

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gopgop

I cant figure out the stride and offset for my VBO. I have been trying for a very long time so please dont reply saying its better you figure it out your self or stuff like that..

My VBO contains the following:
per 1 face (one quad) {
3 floats - normal
3 floats - vertex
3 floats - color
3 floats - vertex
3 floats - color
3 floats - vertex
3 floats - color
3 floats - vertex
3 floats - color
}
Then there is 6 faces per cube and there are a lot of cubes.

my question is what would be the stride and offset when you have 1 normal per 24 elements

glNormalPointer(GL_FLOAT, /* stride **/? << 2, /* offset **/0 << 2);
glVertexPointer(3, GL_FLOAT, /* stride **/? << 2, /* offset **/3 << 2);
glColorPointer(3, GL_FLOAT, /* stride **/? << 2, /* offset **/6 << 2);
            

Fool Running

I'm pretty sure you can't do that. You need to have one normal per vertex/color. Thus your stride for everything should be 12 bytes (3 floats * 4 bytes).
Programmers will, one day, rule the world... and the world won't notice until its too late.Just testing the marquee option ;D