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Quick question: CVA + VBO = doable?

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Bummer. It sounds perfect for what I want it to do: quickly translate/rotate a mesh of thousands of shared vertices. Oh well, let's hope VBOs make the performance difference I'm seeking.

Thanks as always, my ever-accomodating apparition.

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Technically, it would be best if NV, ATI & co removed the CVA extension from the extension string altogether. Of course, that would break some old games (or at least, make them run slower), but sometimes that's the best thing to do.

CyberSlag: CVAs are pretty much a NO-OP on modern hardware anyway, they will often default to a static VBO. So using VBOs directly is going to be much more flexible, elegant and in line with future API developments.

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