[quote]Charlie - don’t use quads, because the driver just turns them into triangles anyway.
[/quote]
I tend to use triangle fans as a matter of course (less undefined operations if your vertices aren’t quite in-plane ;)). But didn’t you mention that quads fit nicely into current-generation vertex caches? Maybe I imagined it…
[quote]Use bytes for colours, not floats, to avoid a costly float->byte conversion on the client end.
[/quote]
Hrm, okay, that makes sense. I much prefer thinking in the range 0.0…1.0, but if I have to start thinking in 0…255 that’s okay!
[quote]And avoid glPushMatrix() like the plague - use it only when necessary, to shove large pieces of geometry somewhere, like trees - not sprites - because it stalls the GPU pipelines and flushes the vertex caches.
[/quote]
GHA! That was supposed to be a joke! >:( :o
Fortunately my current project-of-the-minute (it’s changed a lot recently ;D) is single screen and 2D so I should be able to avoid them pretty easily. Is manipulating the matrix stack really a no-no now? I’m amazed!
[quote]There you go.
Cas 
[/quote]
Much appreciated! I really wish this kind of knowledge was published somewhere. I know it depends very much on platform-dependent features, but there should be a Good Practice guide at least.
Cheers,
Charlie.