Not necessarily using flat shading, just using the same normal for all verts of a triangle. So we have vertex sharing between adjacent triangles, but not normal sharing. Is it better to:
Duplicate the shared vertices and put both verts and normals in a vertex array,
Put verts but NOT normals in the vertex array, draw verts using glArrayElement() with one immediate-mode glNormal call per triangle, or
Do the whole thing with glVertex/glNormal?
(Assume any of the above options can be compiled as a dlist.)
Basically this question boils down to: is there any way to take advantage of the vertex sharing in this scenario?
[This message has been edited by MikeC (edited 02-11-2001).]