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There is some benefit of having the vertices indexed. As it is now, it duplicates the vertices, adding unnecessary overhead (and it's more than simply a vertex, it's also the normal, the texture coordinates, whatever).
OpenGL can deal with indexed stuff.
It ended it as it is now because I ported it from the ray tracing project, where it made sense to avoid the indexing complexity at the time when I implemented it.
As it's only a toy project, I'm not sure I'll do the change, but maybe later the code could be reused in some other project so it might be worth changing it.