I need suggestions for the best method of acheiving what I am trying to do:
-Using either OpenGL ES 1.x or 2.x
I need to pass a bunch of vertices to the GPU. Each one has 3 attributes: Position, Color, and Texture coords.
The vertices form quads, which share vertices. The shared vertices have both position and color attributes in common, but texcoords are not shared because each quad is textured with a 'tile' from a texture atlas.
I already know that it is not possible to use separate indices for a glDrawElements() call, so does that mean I can only use indexing for individual quads(specify 4 unique vertices per quad)? .. or is there any better solution?