glTexCoordPointer question

I notice you can use GL_UNSIGNED_SHORT instead of GL_FLOAT in glTexCoordPointer.

Does this mean that if I know my texture width and height ahead of time, rather than putting in 0.5, 0.5, for UV coordinates, I can have an array with the actual pixel offset like 128, 128 for a 256*256 texture?

This would save a lot of room considering a float is 4 bytes, and I could get away with 2 bytes each (or even 1 byte each if the texture width and height was 256 pixels.)

I tried it and it didn’t seem to work. I was just wondering if it was something I did, or if it is not possible.

Ultimately, I would love to have a single array of texture vertices, and be able to index them with an array like you can with regular vertices.

This was answered on the advanced board.


True true, but it is still not working with what they thought it was for. Do you have comments on it?

Has anyone used anything but GL_FLOAT and gotten textures to work properly?