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digitalgibs

VBO + compiled arrays?

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I know that using compiled vertex arrays helps improve performance, especially when doing multi-pass rendering of client vertex arrays. Does using compiled vertex arrays help with Vertex Buffer Objects if I use the following? "OPTION ARB_position_invariant;" Technically this option is supposed to take advantage of hardware T&L.

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I totally agree; they are ancient. I am currently using VBO to store my data, but I do use them for multi-pass rendering. I was curious if anyone knew if this made a difference in the drivers or if they just ignored the call while VBO was enabled.

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