Speed of dynamic triangle soup

I’m going to ask the universal problem solving question here:

Why can’t you use indexed geometry? Even if your surface topology is dynamic you could still generate indices in paralell with the geometry generation.

Of course, I have no idea what you’re doing but I can’t come up with a situation where it’s impossible to use indexed geometry.

Of course i can generate an index 0…9999 using values 0…9999 but this way i am gonna transfer more data only. Actually i did a test usin gthis but I only got lower perfromance even using glLoakArrays…

I am implementing VARs now to do the copy myself once…