How about if I get meshes working with GLLists, because I am very familiar with those, and then you guys can replace the gllist compilation routine with something for GLArrays?
The mesh refreshing works just like Blitz3D's internal method. There's a flag in the mesh structure that gets activated with any command that changes the mesh. Then when it is time to render, if the flag is activated, the old GLList gets deleted, and a new one is compiled and stored. I imagine Arrays would work the same way.
The mesh refreshing works just like Blitz3D's internal method. There's a flag in the mesh structure that gets activated with any command that changes the mesh. Then when it is time to render, if the flag is activated, the old GLList gets deleted, and a new one is compiled and stored. I imagine Arrays would work the same way.