Vertex Formats
It's possible that you have a complex scene with different objects having different formats. Perhaps we should call it layout instead of format since this topic is not about using float or int or unsigned int.
Some object might just need vertices and texcoords.
Padding is added to make the vertex structure a multiple of 32 bytes since some GPUs prefer it that way, such as ATI/AMD.
struct Vertex_VT { float x, y, z; float s0, t0; float padding[3]; };
Some vertices might need normals as well
struct Vertex_VNT { float x, y, z; float nx, ny, nz; float s0, t0; };
What you could do is
if(object_needs == VT) { glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, sizeof(Vertex_VT), xxx); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex_VT), zzz); //Notice that would must disable normals glDisableClientState(GL_NORMAL_ARRAY); } else (object_needs == VNT) { glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, sizeof(Vertex_VNT), xxx); glEnableClientState(GL_NORMAL_ARRAY); glNormalPointer(2, GL_FLOAT, sizeof(Vertex_VNT), yyy); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex_VT), zzz); }
or to reduce further the number of calls to make
if(object_needs == VT) { //glEnableClientState(GL_VERTEX_ARRAY); //already enabled glVertexPointer(3, GL_FLOAT, sizeof(Vertex_VT), xxx); //glEnableClientState(GL_TEXTURE_COORD_ARRAY); //already enabled glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex_VT), zzz); //Notice that would must disable normals glDisableClientState(GL_NORMAL_ARRAY); } else (object_needs == VNT) { //glEnableClientState(GL_VERTEX_ARRAY); //already enabled glVertexPointer(3, GL_FLOAT, sizeof(Vertex_VNT), xxx); glEnableClientState(GL_NORMAL_ARRAY); glNormalPointer(2, GL_FLOAT, sizeof(Vertex_VNT), yyy); //glEnableClientState(GL_TEXTURE_COORD_ARRAY); //already enabled glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex_VNT), zzz); }