Docs Say: "Specifies that only the coordinate indices are used for indexed
geometry arrays. In this mode, the values from the coordinate index array
are used as a single set of index values to access the vertex data for all
four vertex components (coord, color, normal, and texCoord). The color,
normal, and texCoord index arrays are ignored. This flag is only valid for
indexed geometry arrays (subclasses of IndexedGeometryArray). "

Kelvin Says:

Using the flag  USE_COORD_INDEX_ONLY in vertexFormat will prevent Java3D
unindexify the array before passing down to OpenGL/D3D

Some questions:
1. Is this the only condition where indexed geometry gets sent to the card
in this format?
2. If you have a tremendous ratio of shared vertices (like 5-1) will the
speed of rendering be substantial?
3. Is this supported fully in both opengl and directx?
4. Do you no longer need to fill in or allocate the other indexes? (color,
normals, etc)
5.  How have people found the performance of using indexed arrays?

Thanks in advance!

David Yazel

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