I had good luck just serializing them with a small utility I wrote.

The workflow is like this:

1)  Create your geometry in whatever tool you use
2)  Write a tool that can load that geometry from whatever format its
saved in (or in your case skip #1 and just start here with your
generator) and serialize it to disk as the desired data structure
3)  Your app deserializes right into the data structure that you need.

Look into ObjectOutputStream/ObjectInputStream to learn how to
serialize stuff.

On Sep 6, 6:33 pm, SChaser <[email protected]> wrote:
> My app has large vertex arrays that are pre-computed before I even
> build the app for distribution. I'd like to store these in assets
> (recognizing the size limits of asset files) and read them in with
> minimal computation.
>
> Can I store them in binary, and just read them into an NIO buffer, and
> then wrap it for GL, or do I have to go through the whole compute
> intensive (?) process of reading it in, making a byte array, and
> converting that to an integer (in this case) array?

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