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Top Forums Programming Calling an array of arrays in C. Post 303023119 by Azrael on Wednesday 12th of September 2018 06:55:35 AM
Old 09-12-2018
Thank you for the response apmcd47. I was beginning to wonder if anyone would reply. However, I'm not trying to make a 3D array. Either that or I have my terminology wrong. What I'm trying to achieve is a 1D array that holds references to 2D arrays and be able to call them.

I believe I've already got them initialized with the code already mentioned:
Code:
int (*side_one[MATRIX][MATRIX])[MATRIX] = { { white_l1, white_l2, white_l3 }, { white_m1, white_m2, white_m3 }, { white_r1, white_r2, white_r3 } };

Which was in this post that was mentioned to. Perhaps Corona688 provide me with a 3D array in that post, but I though (*side[][])[] was different than (*side[][][]), no?

If you know a better way to call lists of two-dimensional arrays I would be more than happy to learn this. However, I'm afraid you may have confused this post with a 3D array instead.

Either way, thank you for the reply!

EDIT: Also curious why you would not recommend C for arrays of 3D or larger? I understand that C supports up to 10 dimensions of arrays, which is more than any other language I know. Perhaps you were making this recommendation due to easy of use? If so, I'm not sure that a higher level language would be good for the rest of my code, but if you have suggestions I would be open to hear which ones.

Last edited by Azrael; 09-12-2018 at 08:47 AM..
 

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GLARRAYELEMENT(3G)														GLARRAYELEMENT(3G)

NAME
glArrayElement - render a vertex using the specified vertex array element C SPECIFICATION
void glArrayElement( GLint i ) PARAMETERS
i Specifies an index into the enabled vertex data arrays. DESCRIPTION
glArrayElement commands are used within glBegin/glEnd pairs to specify vertex and attribute data for point, line, and polygon primitives. If GL_VERTEX_ARRAY is enabled when glArrayElement is called, a single vertex is drawn, using vertex and attribute data taken from location i of the enabled arrays. If GL_VERTEX_ARRAY is not enabled, no drawing occurs but the attributes corresponding to the enabled arrays are modified. Use glArrayElement to construct primitives by indexing vertex data, rather than by streaming through arrays of data in first-to-last order. Because each call specifies only a single vertex, it is possible to explicitly specify per-primitive attributes such as a single normal per individual triangle. Changes made to array data between the execution of glBegin and the corresponding execution of glEnd may affect calls to glArrayElement that are made within the same glBegin/glEnd period in non-sequential ways. That is, a call to glArrayElement that precedes a change to array data may access the changed data, and a call that follows a change to array data may access original data. NOTES
glArrayElement is available only if the GL version is 1.1 or greater. glArrayElement is included in display lists. If glArrayElement is entered into a display list, the necessary array data (determined by the array pointers and enables) is also entered into the display list. Because the array pointers and enables are client-side state, their val- ues affect display lists when the lists are created, not when the lists are executed. SEE ALSO
glClientActiveTextureARB(3G), glColorPointer(3G), glDrawArrays(3G), glEdgeFlagPointer(3G), glGetPointerv(3G), glIndexPointer(3G), glInterleavedArrays(3G), glNormalPointer(3G), glTexCoordPointer(3G), glVertexPointer(3G) GLARRAYELEMENT(3G)
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