Original Post
Why not for a GL_float vertex buffer create a struct, like this:
struct vertex
{
GL_float x;
GL_float y;
GL_float z;
};
struct vertex *buffer; // buffer[12];
GL_float *get_vertex(short index)
{
struct vertex *temp = buffer + index;
return &temp->x;
}
Instead of:
GL_float vertex1[3] = {5,3,9};
GL_float vertex2[3] = {8,1,4};
GL_float vertex3[3] = {6,2,7};
Or I suppose I could do:
GL_float vertex_buffer[12][3];
// 12 being the number of vertex for example
GL_float *vertex_buffer[3]; // wouldn''t be right
Or just a simple GL_float *pointer to the vertex position buffer:
GL_float *vertex_buffer;
GL_float *get_vertex(short index)
{
return vertex_buffer[index*3];
// return vertex_buffer + index*3;
}
One will have to pass a GL_float *pointer that points at 3 x, y and z GL_float vertex positions, am I right?
What do you guys think about this?
What do you prefer to use?
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Anton Karlsson
Klingis Entertainment
Games with silly humor
Aleph One (Marathon Open Source) | My Homepage
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Just dreaming wont make you (more) skilled in game programming/development.