Original Post
Ok, so I am working on creating a bsp tree, I have already created a simple program to generate the tree, and also one to draw it, minus the textures. How could I go about optimizing it so I write to a vertex array or buffer. Should I go through the bsp tree and for each node that will displayed put that triangle information into a vertex array / buffer then after going through the whole tree send the vertex array down the pipeline, also whats the deal with textures, becuase if I use them. Will I have to create seperate arrays for each texture? or could I send an array of textures to a vertex shader(Cg) along with an index to that array for each triangle, is that possible. I hope this all makes sense, I am trying to think of the whole picture so I don't get stuck later on. -THACO