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Home/ Questions/Q 469329
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Editorial Team
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Editorial Team
Asked: May 12, 20262026-05-12T23:46:18+00:00 2026-05-12T23:46:18+00:00

I have this vertex array of a cube float vertex_coordinates [] = { -12.43796,

  • 0

I have this vertex array of a cube

float vertex_coordinates [] = {

-12.43796, -12.43796, 12.43796, -12.43796, 12.43796, 12.43796, 12.43796, 12.43796, 12.43796,
12.43796, 12.43796, 12.43796, 12.43796, -12.43796, 12.43796, -12.43796, -12.43796, 12.43796,
12.43796, -12.43796, -12.43796, 12.43796, 12.43796, -12.43796, -12.43796, 12.43796, -12.43796,
-12.43796, 12.43796, -12.43796, -12.43796, -12.43796, -12.43796, 12.43796, -12.43796, -12.43796,
-12.43796, -12.43796, -12.43796, -12.43796, 12.43796, -12.43796, -12.43796, 12.43796, 12.43796,
-12.43796, 12.43796, 12.43796, -12.43796, -12.43796, 12.43796, -12.43796, -12.43796, -12.43796,
12.43796, -12.43796, 12.43796, 12.43796, 12.43796, 12.43796, 12.43796, 12.43796, -12.43796,
12.43796, 12.43796, -12.43796, 12.43796, -12.43796, -12.43796, 12.43796, -12.43796, 12.43796,
-12.43796, 12.43796, 12.43796, -12.43796, 12.43796, -12.43796, 12.43796, 12.43796, -12.43796,
12.43796, 12.43796, -12.43796, 12.43796, 12.43796, 12.43796, -12.43796, 12.43796, 12.43796,
-12.43796, -12.43796, -12.43796, -12.43796, -12.43796, 12.43796, 12.43796, -12.43796, 12.43796,
12.43796, -12.43796, 12.43796, 12.43796, -12.43796, -12.43796, -12.43796, -12.43796, -12.43796,

};

At the moment I render it using

glVertexPointer(3, GL_FLOAT, 0, vertex__coordinates);

// texture pointer ...

// colour pointer

glDrawArrays(GL_TRIANGLES, 0, size);

How would I go about converting the vertex array into values that would render precisely the same
cube but instead using GL_SHORT as the second parameter to glVertexPointer in order to speed up
my code?

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-12T23:46:18+00:00Added an answer on May 12, 2026 at 11:46 pm

    In a preprocessing step we calculate the min and max of the object and use this to maximize the utilization of the precision in a short:

    float modelMin[3] = {FLT_MAX, FLT_MAX, FLT_MAX}; //or std::numeric_limits<float>
    float modelMax[3] = {-FLT_MAX, -FLT_MAX, -FLT_MAX};
    for (int i = 0; i < size; ++i) {
        for (int j = 0; j < 3; ++j) {
            const float v = vertex_coordinates[i * 3 + j];
            modelMin[j] = std::min(modelMin[j], v);
            modelMax[j] = std::max(modelMax[j], v);
        }
    }
    
    short* short_coordinates = new short[size * 3];
    for (int i = 0; i < size; ++i) {
        for (int j = 0; j < 3; ++j) {
            const float src = vertex_coordinates[i * 3 + j];
            short& dst = short_coordinats[i * 3 + j];
            dst = (short)floorf(((src - modelMin[j]) / (modelMax[j] - modelMin[j])) * 65536.0f - 32768.0f + 0.5f);
        }
    }
    

    And when drawing we do the following:

    const float scale[3], bias[3];
    for (int i = 0; i < 3; ++i) {
        scale[i] = (modelMax[j] - modelMin[j]) / 65536.0f;
        bias[i] = (32768.0f / 65536.0f) * (modelMax[j] - modelMin[j]) + modelMin[j];
    }
    
    glTranslatef(bias[0], bias[1], bias[2]);
    glScalef(scale[0], scale[1], scale[2]);
    glVertexPointer(3, GL_SHORT, 0, short_coordinates);
    glDrawArrays(GL_TRIANGLES, 0, size);
    

    /A.B.

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