1 2 3 4
| ok so lets say i render something large where i specify a color for all verticies as case 1......
[code]gl.glInterleavedArrays(GL.GL_C4F_N3F_V3F, 0, meshVertices); gl.glDrawArrays(GL.GL_TRIANGLES, 0, MeshVertCount); |
for case 2 i do the same thing w/ a simple shader but i use GL.GL_N3F_V3F and let the shader handle color
1 2 3 4
| gl.glInterleavedArrays(GL.GL_N3F_V3F, 0, meshVertices); gl.glDrawArrays(GL.GL_TRIANGLES, 0, MeshVertCount); |
case 2 should be faster right???
and for case 3 i do what case 1 did with the shader as well. Aren't i doing the color stuff w/ the FF and the shader basically duplicating effort, therefor adding overhead

......
code]
//use program.................
gl.glInterleavedArrays(GL.GL_C4F_N3F_V3F, 0, meshVertices);
gl.glDrawArrays(GL.GL_TRIANGLES, 0, MeshVertCount);
//useProgram(0);
[/code]
if Interleaved Arrays are a bad example replace that with gl.glVertex3f(), gl.glColor4f(), and gl.glNormal3f() .....
I would test this now but my work computer is horrible and doesn't support shaders
