Hi,

I was wondering whats the best way to use the (sub-)classes of
GeometryArray. Given a set of vertices and the necessary connection
information, there are many ways to create the "geometry" of the object in
question. Just to name a few (just take a look at the subclasses of
GeometryArray:

TriangleArray
QuadArray
IndexedTriangleArray
IndexedTriangleStripArray
IndexedTriangleFanArray
etc.

Obviously, the indexed variants will be more memory-efficient, but what
about performance?
For the TriangleStripArray is it best to use long or short strips?
Are there any general rules people know?
Does it depend on the underlying rendering engine (OpenGL versus DirectX)?

Regards

Heiko
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