Or maybe perhaps storm's is based on OpenGL and has access to lovely things like stencil buffers and nvidia specific shadow extensions etc ;)
I think the best is defined by what you're doing. My gl engine for example, for each mesh, there's a linked/tri version for the benefits of object based coding(I can quickly and easily construct new meshes)
there's then an optimization layer, that compiles the mesh
into a vertex array compatible format..
now that is a bank. A bank is better suited for this.
as for this lib, my god halo, learn how to format your code ffs. ;)
I think the best is defined by what you're doing. My gl engine for example, for each mesh, there's a linked/tri version for the benefits of object based coding(I can quickly and easily construct new meshes)
there's then an optimization layer, that compiles the mesh
into a vertex array compatible format..
now that is a bank. A bank is better suited for this.
as for this lib, my god halo, learn how to format your code ffs. ;)