miko
03-17-2003, 08:54 AM
i have finally decided to make my engine to use vetex arrays (ok, i have decided about 2 months ago but now i'm really going to do it http://www.opengl.org/discussion_boards/ubb/smile.gif)
so the problem is: how do you manage vertex arrays when you have a little complex geometry (not a rotating cube). do you create one huge vertex array for all vertices and then use some nasty alghoritm to search for unused entries or you prefer to create a separate array for each object in scene?
and which one is faster? does often calls to glVertexPointer (or some similar function) slow down the program?
i need your help guys, i'm lost...
so the problem is: how do you manage vertex arrays when you have a little complex geometry (not a rotating cube). do you create one huge vertex array for all vertices and then use some nasty alghoritm to search for unused entries or you prefer to create a separate array for each object in scene?
and which one is faster? does often calls to glVertexPointer (or some similar function) slow down the program?
i need your help guys, i'm lost...