I have this vertex cube array
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,
};
I am currently doing this with
glVertexPointer(3, GL_FLOAT, 0, vertex__coordinates);
glDrawArrays(GL_TRIANGLES, 0, size);
How can I switch to converting an array of vertices into values โโthat will be displayed in exactly the same cube, but instead using GL_SHORTglVertexPointer as the second parameter to speed up my code?