I'm using the PowerVR .pod file type for 3d meshes. The pod stores data as an interleaved array of the vertex/normal/UV/vertex_indices, etc, for each mesh in the file.
I'm trying to set up some sort of texture batching to minimize my draw calls, my thinking was that I could combine all the data from the meshes that share a texture into large arrays, and then just set that up before doing one big draw call.
The problem with that method is that I just duplicate all the data that's already read from the .pod file. What I would like to do is to create an array of all the vertex pointers that share a texture and tell openGL to use that array to draw all the verts in one big go, without having to copy all the vertex data into its own array.
Is there some way to do this? Normally you'd use glVertexPointer to set up the vertex array, but this would be something more like glVertexPointerPointer...