when rendering voxels in octrees, the only information necessary is the current octree-level, -position and colour/texture. But one has to send eight vertices to the rendering pipeline in order to render a complete cube and still needs colour/texture.
Is there a better way?
Since geometry-shaders wont be wide-spread for quite some time the "emit_vertex"-method in the geometry-pass wont suffice (or am i wrong? i don't think mesa currently supports geometry-shaders). Also, afaik, backface-culling is done before the geometry-pass, so that would lead to additional overhead.
My current idea is to send 'dummy vertices' and have the actual drawing data in between but that really shouldn't be the solution.
kind regards