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.