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Vortez

Interleaved Array and MultiTexturing?

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USe it just like you use it with separate arrays, but make sure you get the stride parameter correct. That is, set vertex pointer, normal pointer, color pointer and whatever you use, just like you do with separate arrays. Then active each client side texture unit and specify the texture coordinates.

An example. myvertex is a structure with posiito, normal and two sets of texture coordinates. Vertex and normals are specified as usual, and texture coordinates are specified for each of the two texture units. The stride is the size of the vertex structure.

struct myvertex
{
float pos[3];
float norm[3];
float texcoord1[2];
float texcoord2[2];
} mydata[...];

glVertexPointer(3, GL_FLOAT, sizeof(myvertex), &mydata[0].pos);
glNormalPointer(GL_FLOAT, sizeof(myvertex), &mydata[0].norm);

glClientActiveTexture(GL_TEXTURE0);
glTexCoordPointer(2, GL_FLOAT, sizeof(myvertex), &mydata[0].texcoord1);

glClientActiveTexture(GL_TEXTURE1);
glTexCoordPointer(2, GL_FLOAT, sizeof(myvertex), &mydata[0].texcoord2);

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