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?