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    <p>try to inculde normals and vertices in one array like this:</p> <pre><code>sqTex.getVertexBuffer().position(sqTex.VERT_OFFSET); GLES20.glVertexAttribPointer( GLES20.glGetAttribLocation(programTextured, "aPosition"), 3, GLES20.GL_FLOAT, false, 5 * 4, sqTex.getVertexBuffer()); GLES20.glEnableVertexAttribArray(GLES20.glGetAttribLocation(programTextured, "aPosition")); sqTex.getVertexBuffer().position(sqTex.TEXT_OFFSET); GLES20.glVertexAttribPointer( GLES20.glGetAttribLocation(programTextured, "aTextureCoord"), 2, GLES20.GL_FLOAT, false, 5 * 4, sqTex.getVertexBuffer()); GLES20.glEnableVertexAttribArray(GLES20.glGetAttribLocation(programTextured, "aTextureCoord")); </code></pre> <p>In this example i have one array for vertices and tex coords</p> <p>quot from OpenGL ES 2.0 Programming Guide:</p> <pre><code> How to store different attributes of a vertex We described the two most common ways of storing vertex attributes— array of structures and structure of arrays. The question to ask is which allocation method would be the most efficient for OpenGL ES 2.0 hardware implementations. The answer is array of structures. The reason is that the attribute data for each vertex can be read in sequential fashion and so will most likely result in an efficient memory access pattern. A disadvantage of using array of structures is when an application wants to modify specific attributes. If a subset of vertex attribute data needs to be modified (e.g., texture coordinates), this will result in strided updates to the vertex buffer. When vertex buffer is supplied as a buffer object, the entire vertex attribute buffer will need to be reloaded. One can avoid this inefficiency by storing vertex attributes that are dynamic in nature in a separate buffer. </code></pre> <p>That book also has examples of using in this manner</p>
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