i was just wondering if anyone knew a good general rule for determining when using vertex arrays is appropriate over many calls to glVertex().<br><br>for example in my scene for this particular thing ...
Strong industry support for state-of-the-art OpenGL 3.0 API and GLSL 1.30 shading language specifications on all major platforms; OpenGL evolutionary model to accelerate development of standard; ...
Some results have been hidden because they may be inaccessible to you
Show inaccessible results