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 =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".