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dyerseve

OpenGL BaseVertexIndex for OpenGL

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In Direct3D the DrawIndexedPrimitive function has a BaseVertexIndex argument. Basically, it adds that number to each index sent to it. In OpenGL, neither glDrawElements or glDrawRangeElements have such an argument. The only way to do this is call glVertexPointer with a diferent offset. I saw somewhere that calling glVertexPointer excessively slows down rendering. The alternative to this is creating an uneccessarily huge index buffer. (This is for a height map) Is there better method? I'm using VBO's if it makes any difference.

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Quote:
I saw somewhere that calling glVertexPointer excessively slows down rendering

its not *that* slow
drawelements tend to like vert/indices counts of around 2000-4000
basically your heightmaps should be devided up into small patches anyways if u want optimal performance thus typically 17x17 or 33x33 or 65x65 verts per patch

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