Is there a way to draw a cube like this and as a result, only upload 8 verticies and 24 indicies to the graphics card? If so how could this be done?
Thanks
I currently do it like this:
boxdims.x = w;
boxdims.y = h;
boxdims.z = d;
center = c;
GLfloat vboverticies[72];
GLfloat vbonormals[18];
Vertex3f verticies[24];
//Top face
verticies[0] = Vertex3f(-boxdims.x / 2.0f,boxdims.y / 2.0f, -boxdims.z / 2.0f);
verticies[1] = Vertex3f(-boxdims.x / 2.0f,boxdims.y / 2.0f, boxdims.z / 2.0f);
verticies[2] = Vertex3f(boxdims.x / 2.0f,boxdims.y / 2.0f, boxdims.z / 2.0f);
verticies[3] = Vertex3f(boxdims.x / 2.0f,boxdims.y / 2.0f, -boxdims.z / 2.0f);
//Bottom face
verticies[4] = Vertex3f(-boxdims.x / 2.0f,-boxdims.y / 2.0f, -boxdims.z / 2.0f);
verticies[5] = Vertex3f(boxdims.x / 2.0f,-boxdims.y / 2.0f, -boxdims.z / 2.0f);
verticies[6] = Vertex3f(boxdims.x / 2.0f,-boxdims.y / 2.0f, boxdims.z / 2.0f);
verticies[7] = Vertex3f(-boxdims.x / 2.0f,-boxdims.y / 2.0f, boxdims.z / 2.0f);
//Left face
verticies[8] = Vertex3f(-boxdims.x / 2.0f,-boxdims.y / 2.0f, -boxdims.z / 2.0f);
verticies[9] = Vertex3f(-boxdims.x / 2.0f,-boxdims.y / 2.0f, boxdims.z / 2.0f);
verticies[10] =Vertex3f(-boxdims.x / 2.0f,boxdims.y / 2.0f, boxdims.z / 2.0f);
verticies[11] =Vertex3f(-boxdims.x / 2.0f,boxdims.y / 2.0f, -boxdims.z / 2.0f);
//Right face
verticies[12] =Vertex3f(boxdims.x / 2.0f,-boxdims.y / 2.0f, -boxdims.z / 2.0f);
verticies[13] =Vertex3f(boxdims.x / 2.0f,boxdims.y / 2.0f, -boxdims.z / 2.0f);
verticies[14] =Vertex3f(boxdims.x / 2.0f,boxdims.y / 2.0f, boxdims.z / 2.0f);
verticies[15] =Vertex3f(boxdims.x / 2.0f,-boxdims.y / 2.0f, boxdims.z / 2.0f);
//Front face
verticies[16] =Vertex3f(-boxdims.x / 2.0f,-boxdims.y / 2.0f, boxdims.z / 2.0f);
verticies[17] =Vertex3f(boxdims.x / 2.0f,-boxdims.y / 2.0f, boxdims.z / 2.0f);
verticies[18] =Vertex3f(boxdims.x / 2.0f,boxdims.y / 2.0f, boxdims.z / 2.0f);
verticies[19] =Vertex3f(-boxdims.x / 2.0f,boxdims.y / 2.0f, boxdims.z / 2.0f);
//Back face
verticies[20] =Vertex3f(-boxdims.x / 2.0f,-boxdims.y / 2.0f, -boxdims.z / 2.0f);
verticies[21] =Vertex3f(-boxdims.x / 2.0f,boxdims.y / 2.0f, -boxdims.z / 2.0f);
verticies[22] =Vertex3f(boxdims.x / 2.0f,boxdims.y / 2.0f, -boxdims.z / 2.0f);
verticies[23] =Vertex3f(boxdims.x / 2.0f,-boxdims.y / 2.0f, -boxdims.z / 2.0f);
for(int i = 0; i < 24; i++)
{
verticies[i].x += center.x;
verticies[i].y += center.y;
verticies[i].z += center.z;
}
int count = 0;
for(int i = 0; i < 24; ++i)
{
vboverticies[count] = verticies[i].x;
count++;
vboverticies[count] = verticies[i].y;
count++;
vboverticies[count] = verticies[i].z;
count++;
}
//glNormal3f(0.0, 1.0f, 0.0f);
//glNormal3f(0.0, -1.0f, 0.0f);
//glNormal3f(-1.0, 0.0f, 0.0f);
//glNormal3f(1.0, 0.0f, 0.0f);
//glNormal3f(0.0, 0.0f, 1.0f);
//glNormal3f(0.0, 0.0f, -1.0f);
vbonormals[0] = (0.0);
vbonormals[1] = (1.0);
vbonormals[2] = (0.0);
vbonormals[3] = (0.0);
vbonormals[4] = (-1.0);
vbonormals[5] = (0.0);
vbonormals[6] = (-1.0);
vbonormals[7] = (0.0);
vbonormals[8] = (0.0);
vbonormals[9] = (1.0);
vbonormals[10]= (0.0);
vbonormals[11]= (0.0);
vbonormals[12]= (0.0);
vbonormals[13]= (0.0);
vbonormals[14]= (1.0);
vbonormals[15]= (0.0);
vbonormals[16]= (0.0);
vbonormals[17]= (-1.0);
//Create the VBO
glDeleteBuffers(1, &vboID);
glGenBuffersARB(1, &vboID);
glBindBufferARB(GL_ARRAY_BUFFER, vboID);
glBufferDataARB(GL_ARRAY_BUFFER, (72 * sizeof(GLfloat)) +
(18 * sizeof(GLfloat)) , NULL, GL_STATIC_COPY);
glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, 72 * sizeof(GLfloat), vboverticies);
glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 72 * sizeof(GLfloat),
18 * sizeof(GLfloat), vbonormals);
}