title: Opengl: how can I use the glIndexPointer to implement color index?
body: <p>I have an application to show a 2D data MxN with the data value from 0-63. I am displaying it using a colormap which is 64x3. 
  I would like to do it this way:
  Prepare the vertex points, prepare the index array which is the data values. I think this would be the best way which has both the space and performance efficiency. The code would be like this:</p>
  
  <pre><code> p=colormap_matlab;
   glEnableClientState(GL_VERTEX_ARRAY);
   glEnableClientState(GL_COLOR_ARRAY);
   glEnableClientState(GL_INDEX_ARRAY);
   glVertexPointer(2, GL_INT, 0, vertices);
   glColorPointer(3, GL_FLOAT, 0, p);
   glIndexPointer(GL_UNSIGNED_BYTE,0,color_index);
   int iter = 0;
   int iterP = 0;
   for(i = 0; i &lt; 127; i++)
   {
    iter = 0;
    iterP = 0;
    for(j = 0; j &lt; 1000; j++)
    {
     id1 = (int) data[i*1000+j ];
     id2 = (int) data[(i+1)*1000 + j ];
  
     color_index[iter++]=id1;
     color_index[iter++]=id2;
  
     vertices[iterP++] = i;
     vertices[iterP++] = j;
     vertices[iterP++] = i+1;
     vertices[iterP++] = j;
  
    }
  
    //glDrawElements(GL_QUAD_STRIP, 999*2, GL_UNSIGNED_INT, indices);
    glDrawArrays(GL_QUAD_STRIP,0,1000*2);
    //glDrawArrays(GL_QUAD_STRIP,500*2,500*2);
   }
   glDisableClientState(GL_VERTEX_ARRAY);
   glDisableClientState(GL_COLOR_ARRAY);
   glDisableClientState(GL_INDEX_ARRAY);
  </code></pre>
  
  <p>However, it turns out the index pointer array does not work at all. It just draws the color from the colormap sequentially (and will cause data overflow since the colormap is only 64x3).</p>
  
  <p>setting up the context would be like this:</p>
  
  <pre><code>  CSimple_drawView *pView  = (CSimple_drawView* ) pParam;
     HWND hWnd = (pView)-&gt;GetSafeHwnd();  
     HDC  hDC ;
     HGLRC hRC;
     hDC = ::GetDC(hWnd);
     SetupPixelFormat(hDC);
     hRC = wglCreateContext( hDC );
     wglMakeCurrent( hDC, hRC );
     readfile(0);
     init_index();
     init_mesh_index();
     int  i = 0;
     all_threads.SetEvent();
     // end added here 
     int startTime = GetTickCount();
      while(i &lt; 200)
      {
          initialize(hWnd);
          //readfile(0);
          WaitForSingleObject(all_threads.m_hObject, INFINITE);
          glLoadIdentity();
          glClear(GL_COLOR_BUFFER_BIT);
          i++;
          Render4(0,count);
          ++count;
          SwapBuffers(hDC);
  
      }
  
  
  BOOL SetupPixelFormat(HDC hDC)
  {
  
      PIXELFORMATDESCRIPTOR pixelDesc=
      {
          sizeof(PIXELFORMATDESCRIPTOR),
          1,
          PFD_DRAW_TO_WINDOW|PFD_SUPPORT_OPENGL|
          PFD_DOUBLEBUFFER|PFD_SUPPORT_GDI,
          PFD_TYPE_RGBA,
          24,
          0,0,0,0,0,0,
          0,
          0,
          0,
          0,0,0,0,
          32,
          0,
          0,
          PFD_MAIN_PLANE,
          0,
          0,0,0
      };
  
      int pixelformat;
  
      if ( (pixelformat = ChoosePixelFormat(hDC, &amp;pixelDesc)) == 0 )
      {
          MessageBox(NULL, "ChoosePixelFormat failed", "Error", MB_OK);
          return FALSE;
      }
  
      if (SetPixelFormat(hDC, pixelformat, &amp;pixelDesc) == FALSE)
      {
          MessageBox(NULL, "SetPixelFormat failed", "Error", MB_OK);
          return FALSE;
      }
      return TRUE;
  
  }
  </code></pre>
  
  <p>Anyone can give me some hints on this? </p>