I’m loading my model’s geometry into a vertex array and using indexes to those vertexes and using glDrawElements() to draw the model. Problem is, different parts of the model use different textures. So how is it possible to change textures in mid-stream? Or do you have to break your model down into it’s seperate textured groupings and then render each group seperately like this (psudo code):
glVertexPointer(pointer to first group’s verts);
glVertexPointer(pointer to second group’s verts);
I realize that I could do it this way, but is there a large performance cost each time you set your vertex pointer? Also, I know some will tell me to just use a single texture, but for the purposes of my game, I often have to cover large portions of a ship with a single texture and to save ALOT of texture memory, I use smaller texture and “tile” them accross the surface. Any input would be GREATLY appreciated! Thanks!