I’m asking myself wich is the best data structure to hold/render geometrical data for an object in OpenGL.
I mean, one signle structure for all the model data ?
Classes ? Structures ?
One structure for the model and “substructure” for Faces and Vertex ?
Does exist the “perfect data structure for OpenGL” ?
For a game is better to have an “easy to use” structure or a better “high performance - low API calls to get rendered” structure ?