


In Vertex Array Performance benchmark, we're shown that baked VAOs beat a single global VAO.I've hit a big giant wall, which are the VAOs.įirst, a couple of background: VAOs are mandatory in G元+, they force coupling of vertex buffers (VBO in GL jargon), index buffers (Element arrays in GL jargon) and vertex declaration (VertexDeclaration in Ogre jargon). So, I'm refactoring the OpenGL 3+ code so that it's no longer dead slow (and by extension, GLES 2, although to a lesser extent as some features aren't available).
