i'm using lots of vertex arrays for objects in my game.
i've written a vertexArray-class which can execute the vertex array it holds, it offers several bonus options etc. etc.
my idea was to replace this class by an 100% compatible one which offers the same function, but is just better and/or faster. -> i wouldn't have to re-code my engine.
i don't want to use vertex array ranges because there is (still) no arb-extension for them, so i want to give compiled vertex arrays or indexed vertex arrays a try...
my question is, what could i do to improve the performance or to reduce the memory that is needed ?
i know that if the array contains just quads, and there are 2 quads sharing 2 points, i could draw them one after another (instead of just drawing them in random order) and make use of the vertex cache (right ?) by sorting the array.
i've heard i could also save memory by re-use verticles that have already been calculated. is this true ? if yes, how is it done ?