What’s the best way to simulate a Direct3D vertex buffer in OpenGL? Should I be using vertex arrays (compiled?) or display lists? I’m trying to write OpenGL code for a game we’re working on, but the speed isn’t quite where it should be.
i think you should look at compiled vertex arrays. (disclaimer: i am still rather new at this so i might be wrong :P)
[This message has been edited by owcs (edited 08-06-2002).]
Probably your best bet is to look at VAR(nVidia) and VAO (ATI), I believe these two extensions offer the greatest speed.
check out glInterleavedArrays and glDrawElements