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Say I want to draw a bunch of vertices with the following info, which method_______________________________________________
gives the best performance?
Info:
2 texture coordinates in float
4 color components in float
3 point coordinates in float
Either enabling separately each required array or calling
glInterleavedArrays with GL_T2F_C4F_N3F_V3F and passing dummy normal data?
Unfortunately for me, there is no GL_T2F_C4F_V3F :(
| References: | |
| >Configuring vertex arrays for maximal performance (From: Pierre-Olivier Latour <email@hidden>) |
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