Nope, you are using it incorrectly. You need to lock the arrays, draw each pass, then unlock the arrays. But since you are not using a multipass algorithm, locking the arrays may actually slow you down a bit.
So, CVAs are only useful if I have to redraw anything multiple times per frame, isn’t it? such implenting lightmaps per software: first render the base texture geometry and then render the lightmaps, right?
And are Vertex Array Range only useful if I have to re-render things multiple times per frame? like CVAs? or will it speed-up rendering any kind of things, having or not to re-render???
I’m not sure if you’ll understand me.
Excuse my English