Best way to render Tesselated Objects (OpenGL)
I'm using the GLUTesselator for Polygons. Right now the vertex callback does glvertex2f and gltex2f. Would it be better simply to collect the verticies from the vertex callback in a std:开发者_如何学C:vector then use gldrawarrays()? Or would this actually be less efficient since it has to put the verts and texture coordinates in a vector?
Thanks
If the vertex count on your tessellated objects is "sufficiently large" VAs/VBOs are almost always going to be faster than immediate-mode glBegin()/glEnd() code, especially if your geometry is static.
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