title: glTexCoordPointer seems to have no effect
body: <p>I'm still trying to get a grasp of using textures and now I'm trying to use glTexCoordPointer in order to give each vertex a color specific to it's class. I've made some checks and here is the situation:</p>
  
  <pre><code>    self.bufferVertices = glGenBuffersARB(1)
      glBindBufferARB(GL_ARRAY_BUFFER_ARB, self.bufferVertices)
      glBufferDataARB(GL_ARRAY_BUFFER_ARB, ADT.arrayByteCount(vertices), ADT.voidDataPointer(vertices), GL_STATIC_DRAW_ARB)
      self.vertices = vertices
      self.bufferNormals = glGenBuffersARB(1)
      glBindBufferARB(GL_ARRAY_BUFFER_ARB, self.bufferNormals)
      glBufferDataARB(GL_ARRAY_BUFFER_ARB, ADT.arrayByteCount(normals), ADT.voidDataPointer(normals), GL_STATIC_DRAW_ARB)
      self.normals = normals
      self.triangles = triangles
      textureIndexes = [] 
      for int in areas:
          textureIndexes.append(float(int)/190.0) 
          print str(int) + " " + str(float(int)/190)
      print str(len(self.vertices)) + str(len(textureIndexes))    
      self.bufferTextureIndex = glGenBuffersARB(1)
      glBindBufferARB(GL_ARRAY_BUFFER_ARB, self.bufferTextureIndex)
      glBufferDataARB(GL_ARRAY_BUFFER_ARB, ADT.arrayByteCount(numpy.array(textureIndexes,dtype=numpy.float32)), ADT.voidDataPointer(numpy.array(textureIndexes,dtype=numpy.float32)), GL_STATIC_DRAW_ARB)               
      for color in textureArray:
          print str(color)
      self.texture = glGenTextures(1)
      glBindTexture(GL_TEXTURE_1D, self.texture)
      glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT)
      glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_REPEAT)
      glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
      glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
      glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 190, 0, GL_RGB , GL_FLOAT, textureArray)
  </code></pre>
  
  <p>So I generate my VBO's for vertices, normals, triangles and textureIndexes. Now I wanted to check the value I'm getting for textureIndexes, all are from the interval [0..1] and the length of textureIndexes = length ( vertices ) / 3.</p>
  
  <p>For the texture, I generate a textureArray which is a vector of 190 [x,x,x] rgb values. I've even split it in 6 equal parts. So the first 1/6 entries are one color the next another and so on just to simplify my testing.</p>
  
  <p>Now for the drawing:</p>
  
  <pre><code>glEnableClientState(GL_VERTEX_ARRAY)         
      glBindBufferARB(GL_ARRAY_BUFFER_ARB, self.bufferVertices)
      glVertexPointer(3, GL_FLOAT, 0, None)          
      glEnableClientState(GL_NORMAL_ARRAY);
      glBindBufferARB(GL_ARRAY_BUFFER_ARB, self.bufferNormals)
      glNormalPointer(GL_FLOAT, 0, None)     
  
  
      glEnableClientState(GL_TEXTURE_COORD_ARRAY)
      glBindBufferARB(GL_ARRAY_BUFFER_ARB, self.bufferTextureIndex)
      glTexCoordPointer(1, GL_FLOAT, 0, None);
      glBindTexture(GL_TEXTURE_1D, self.texture)
      glEnable(GL_TEXTURE_1D)
      glClientActiveTexture(GL_TEXTURE0);
      glDrawElements(GL_TRIANGLES, len(self.triangles) , GL_UNSIGNED_SHORT, ADT.voidDataPointer(self.triangles))
  </code></pre>
  
  <p>But all the points are turning out the same color, corresponding  to the color of the first 1/6 part of my texture. Any input would be really appreciated.</p>