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Editorial Team
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Editorial Team
Asked: June 12, 20262026-06-12T10:29:34+00:00 2026-06-12T10:29:34+00:00

I want to render a scene in OpenGL ES, but I have a problem.

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I want to render a scene in OpenGL ES, but I have a problem.

Because there is no immediate mode in ES, and simulating immediate mode with single-polygon buffers is slow, I can’t just switch textures and skip invisible polygons, so I have to group my polygons.

Here are characteristics of different polygons:

  • Diffuse texture (mipmapped, lots of them).
  • Lightmap texture (packed, up to 64 textures).
  • Visibility.

At first I thought to group the polygons only by visibility area, but I couldn’t find a way to use texture index arrays.

So, how do I properly make buffers of polygons to render?

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  1. Editorial Team
    Editorial Team
    2026-06-12T10:29:35+00:00Added an answer on June 12, 2026 at 10:29 am

    I will make visibility groups with texture subgroups. Quake uses 64 128×128 lightmaps, I’m going to replace them with a single 1024×1024 lightmap, since modern hardware supports textures of such size.

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