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OpenGL An effective way to render a level

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Hey I have now nailed the basics of a quadtree for my isometric 3d game. The problem now comes when I want to render the tree structure effectivly. The problem could also be the way im storing rendering info. Right now each data-leaf contains: a stl::vector with a list of SceneCaches that consist of a list of triangles and a texture to render them with. so to render a data-leaf: // pesudo - pesudo code // in DataLeaf - Draw() iter = m_SceneC->begin(); end = m_SceneC->end(); while( iter != end ) { (*iter)->Draw(); +iter; }; /code] All this is done using imidiate calls to opengl (glVertex3f and so on) What I would like is to use VBO's to render this level. How? Keep in mind that there is many nodes that may contain a bit of diffrent textures. Also: Is the tree storage structure the best way to go about this on? Cheers :)

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