Is there anyone knowing how quake3 engine render 99% of what is seen on the screen in only one glDrawElements… I mean how could this be possible considering every primitives does’nt have the same texture… I’ve saw this info on my quake 3 console and on this page… http://www.gamers.org/dEngine/quake3/johnc_glopt.html
Is there anykind of glTexureObjectNamePointer
… or some extension that change the texturing state while glDrawElement is working?
[This message has been edited by Gabriel (edited 05-29-2000).]
You are misreading what is being said. “During gameplay, 99.9% of all primitives go through a single API point” What he is saying is that everything that gets drawn goes through the glDrawElements function call, not thats its all drawn in one function call.