2 deleted 226 characters in body
source | link

You can use geometry shader and send just one point and normal for each rectangle. In geometry shader produce for example triangle strip. But if you need texture coordinates, it could be problem.

If you don't want to use geom. shader, it would be also better to use triangle strip instead of rectangles. And also indexed geometry is much better then non-indexed.// Deleted some Opengl info

If you want to more improve your app,(now I have taken note that you can use more extensions, like half_float_vertex, primitive_restart or vertex_buffer_unified_memory.are talking about XNA :) )

You can use geometry shader and send just one point and normal for each rectangle. In geometry shader produce for example triangle strip. But if you need texture coordinates, it could be problem.

If you don't want to use geom. shader, it would be also better to use triangle strip instead of rectangles. And also indexed geometry is much better then non-indexed.

If you want to more improve your app, you can use more extensions, like half_float_vertex, primitive_restart or vertex_buffer_unified_memory.

You can use geometry shader and send just one point and normal for each rectangle. In geometry shader produce for example triangle strip. But if you need texture coordinates, it could be problem.

// Deleted some Opengl info (now I have taken note that you are talking about XNA :) )

1
source | link

You can use geometry shader and send just one point and normal for each rectangle. In geometry shader produce for example triangle strip. But if you need texture coordinates, it could be problem.

If you don't want to use geom. shader, it would be also better to use triangle strip instead of rectangles. And also indexed geometry is much better then non-indexed.

If you want to more improve your app, you can use more extensions, like half_float_vertex, primitive_restart or vertex_buffer_unified_memory.