I understand that Q3 uses the glRenderElements() (this has been
mentioned in a number of docs)
to render its meshes. This is all well and good until you find that the Q3
vertex structure is as follows:
(According to the unofficial spec...)
float position Vertex position.
float texcoord Vertex texture coordinates. 0=surface, 1=lightmap.
float normal Vertex normal.
ubyte color Vertex color. RGBA.
glRenderElements is used to hop around the interleaved array pluckingQuote:}
vertices out and rendering them.
glRenderElements is normally used so you dont transform a point more than
once right? The old
shared vertices thing that we've all used. But what is the chance of having
a vertex that shares
position and texture co-ords and vertex normal and colour? Surely zero? Why
not use glDrawArrays
with a few more vertices?
Any thoughts (maybe Kekoa Proudfoot has some ideas?)