I am making a webgl 2d renderer to render quads (sprites).
To make the renderer more effective i minimize draw calls by having all vertex data in the same buffer.
Each vertex has a pos, tintcolor and texcoord, making one vertex (3 * 4 * 2) * 4(float) = 36 bytes.
Max number of sprites per draw call is 10.000.
At the moment i am rendering quads using indices, with drawElemtents and gl_triangle_strips.
Ie: quad one is made up of index 0-1-2 + 1-2-3, quad two of index 4-5-6 + 5-6-7 etc. This seems to be working fine. There is, however no shared vertices. (except those that are shared in a quad)
Looking at other solutions to this kind of batching, a lot of people do not use indices, but instead use drawArrays with gl_triangels and a degenerate triangle to separate quads.
I am looking for some input regarding the differences between the two, and if there are any disadvantages to using indices.
Thanks in advance!