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Tips & Best Practices of Coding in OpenGL
- Never update indices: Indices must be validated for security reasons. You will need to validate the indices again if you change them. You must structure your OpenGL code to limit updating indices often.
- Limit using client-side buffers. OpenGL ES 2.0 allows developers to use client-side data with glVertexAttribPointer. However, they are slow, and it is better not to use them. Use VBOs instead. OpenGL 4.0 doesn't support client-side buffers.
- Vertex and index data should be distinct. Doing this takes time and is expensive. The feature is off by default.
- Always enable Attrib 0. Binding your locations when you have not started with 0 can come back and bite you.
- Another generally good practice is minimizing explicit calls to glFlush. Also, do not use glFinish, especially on Native Clients that incur more overhead.
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