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Home/ Questions/Q 196149
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Editorial Team
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Editorial Team
Asked: May 11, 20262026-05-11T16:44:34+00:00 2026-05-11T16:44:34+00:00

When using glBegin() and glEnd() in opengl you are able to set and change

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When using glBegin() and glEnd() in opengl you are able to set and change the color between each glVertex3f(). How can you recreate this behavior when using a vertex array and glDrawArrays(). Here it is in regular opengl.

for(angle = 0.0f; angle < (2.0f*GL_PI); angle += (GL_PI/8.0f))
    {
    // Calculate x and y position of the next vertex
    x = 50.0f*sin(angle);
    y = 50.0f*cos(angle);

    // Alternate color between red and green
    if((iPivot %2) == 0)
        glColor3f(0.0f, 1.0f, 0.0f);
    else
        glColor3f(1.0f, 0.0f, 0.0f);

    // Increment pivot to change color next time
    iPivot++;

    // Specify the next vertex for the triangle fan
    glVertex2f(x, y);
    }
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  1. Editorial Team
    Editorial Team
    2026-05-11T16:44:34+00:00Added an answer on May 11, 2026 at 4:44 pm

    With glDrawArrays you have to enable the glVertexPointer to set the vertex data.

    In the same way you can also set a client-memory pointer for the colors.

    It boils down to these calls:

      glEnableClientState (GL_VERTEX_ARRAY);
      glEnableClientState (GL_COLOR_ARRAY); // enables the color-array.
    
      glVertexPointer (...  // set your vertex-coordinates here..
      glColorPointer (...   // set your color-coorinates here..
    
      glDrawArrays (... // draw your triangles
    

    Btw – texture-coordinates are handled in the same way. Just use GL_TEXCOORD_ARRAY and glTexCoordPointer for this.

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