glTexCoordPointer
glTexCoordPointer is a legacy OpenGL function that specifies the location and data format of texture coordinate data used when rendering with vertex arrays. It defines how many components per texture coordinate (size), the data type of each component, the stride between consecutive coordinates, and the pointer to the first coordinate in memory. The coordinates feed the currently enabled texture coordinate array, accessed via GL_TEXTURE_COORD_ARRAY.
- size: 2, 3, or 4, corresponding to the dimensionality of the texture coordinates.
- type: the data type of each component (for example GL_FLOAT, GL_SHORT, GL_DOUBLE, etc.).
- stride: the byte offset between consecutive texture coordinates. A value of 0 indicates tightly packed data.
- pointer: the address of the first coordinate in memory. When using vertex buffer objects (VBOs), this
Before using glTexCoordPointer, the texture coordinate array must be enabled with glEnableClientState(GL_TEXTURE_COORD_ARRAY). In multi-texture setups, you
Data can be interleaved with other vertex data or stored in separate arrays. The stride and pointer
In modern OpenGL, glTexCoordPointer is deprecated in favor of using generic vertex attributes (glVertexAttribPointer) and shaders.
Common issues include mismatched size and data, incorrect type enum, or forgetting to enable the texture coordinate