Vertex Array Range
It's probably better to use VBOs. There are some explanations and short code snippets about VARs and VBOs in:
OpenGL Programming Guide for Mac OS X
specifically, the section called Techniques for Working with Vertex Data
OpenGL Programming Guide for Mac OS X
specifically, the section called Techniques for Working with Vertex Data
Just wanted to add, VAR dates from prior to VBOs. Now that the APPLE_flush_buffer_range extension exists, it provides no advantages over VBOs. My understanding is that future Apple optimization efforts are focused on VBOs, not VAR.
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