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claculating indices

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am working on loading and rendering bsp files.. now i am in the part of imlementing the patches, each patch face in quake3 bsp is composed of a set of 3*3 biquadratic patches..i first tried to render them normally but that was costly.. what am trying to reach now is the faster way to render those patches.. i knew i should precalculate all the vertices at load time.. and put them in a single array and render it using glDrawElements() its working fine.. i created an index array of size of 6*(n-1)*(n-1)..and i could render it using GL_TRIANGLES..(n is the number of vertices per pass...total number of vertices is n*n) i also made it using 4*(n-1)*(n-1) and rendered it using using GL_QUADS.. i dont know which of the two methods is faster..i want the fastest... and..i am thinking about a way to render the patches as triangle strips..i think that would be much faster..but i dont know how to corrctly compute the indices Flutey Shady El Mously Egyptian Game Programmer (there is no knowledge that is not power)

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