Why does the function glMultiTexCoord4 make sense?

Hi all,

why does the above function make sense in OpenGL ES?
For OpenGL, I can set the texture coordiantes per Vertex and then draw the vertex/triangle etc… So it makes sense.
In OpenGL ES, you can draw either by glDrawArrays or glDrawElements. So this means, if I set the texture coordiantes by glMultiTexCoord4, all elements would have the same texture coordiantes, which makes no sense
in my opinion.

Could please someone clarify this?


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