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Using Vertex Arrays: 3 Steps

  1. Enable up to six arrays, each to store a different type of data:

  2. Put data into the array or arrays. The arrays are accessed by the addresses of (that is, pointers to) their memory locations.

  3. Draw geometry with the data. OpenGL obtains the data from all activated arrays by dereferencing the pointers. There are three ways to do this:
Interleaved vertex array data is another common method of organization. Instead of having up to six different arrays, each maintaining a different type of data (color, surface normal, coordinate, and so on), you might have the different types of data mixed into a single array.