if (useProgram) {
glVertexAttribPointerNV( 0, 3, GL_FLOAT, 6 * sizeof(GLfloat), data );
glEnableClientState( GL_VERTEX_ATTRIB_ARRAY0_NV );
+ glVertexAttribPointerNV( 2, 3, GL_FLOAT, 6 * sizeof(GLfloat), ((GLfloat *) data) + 3);
+ glEnableClientState( GL_VERTEX_ATTRIB_ARRAY2_NV);
+
+ glDisableClientState( GL_VERTEX_ARRAY );
+ glDisableClientState( GL_NORMAL_ARRAY );
}
else {
glVertexPointer( 3, GL_FLOAT, 6 * sizeof(GLfloat), data );
glEnableClientState( GL_VERTEX_ARRAY );
+ glNormalPointer( GL_FLOAT, 6 * sizeof(GLfloat), ((GLfloat *) data) + 3);
+ glEnableClientState( GL_NORMAL_ARRAY );
+
+ glDisableClientState( GL_VERTEX_ATTRIB_ARRAY0_NV );
+ glDisableClientState( GL_VERTEX_ATTRIB_ARRAY2_NV);
}
- glNormalPointer( GL_FLOAT, 6 * sizeof(GLfloat), ((GLfloat *) data) + 3);
- glEnableClientState( GL_NORMAL_ARRAY );
glDrawArrays(GL_TRIANGLE_STRIP, 0, numverts);