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Configuring vertex arrays for maximal performance



Hi again,

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 :(

Thanks!


_____________________________________________________________

Pierre-Olivier Latour email@hidden
Palo Alto, USA http://www.pol-online.net
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