Vincent Bourdier wrote:
Just one last question ...
Why does BIND_PER_PRIMITIVE is wrong ? what about BIND_PER_PRIMITIVESET ?
It all depends on what performs well in OpenGL. Look at the implementations of
these and examine what OpenGL commands they issue.
There's no way to implement BIND_PER_PRIMITIVE in OpenGL without using
glBegin/glEnd, which is widely recognized as OpenGL's oldest and least efficient
mechanism for specifying geometric data. BIND_PER_PRIMITIVESET should perform
well because there's a drawing command per PrimitiveSet.
--
-Paul Martz Skew Matrix Software
http://www.skew-matrix.com/
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