for(int y = 0; y < YDIM; y++) { for(int x = 0; x < XDIM; x++) { indices[i++] = y * (XDIM+1) + x; indices[i++] = y * (XDIM+1) + x + 1; indices[i++] = (y + 1) * (XDIM+1) + x+1; indices[i++] = y * (XDIM+1) + x; indices[i++] = (y + 1) * (XDIM+1) + x+1; indices[i++] = (y + 1) * (XDIM+1) + x; indexCount += 6; } }
glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glVertexPointer(3, GL_FLOAT, 6*sizeof(GLfloat), vertices); glNormalPointer(GL_FLOAT, 6*sizeof(GLfloat), &(vertices[0].nx)); glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_SHORT, indices); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY)