If I want to render a scene containing triangles, quads, and polys using the glDrawRangeElements() method how would I accomplish this if all of my vertex related data is stored in a single array? As you guys know, the method needs to be informed as to which type of primitive you want to draw.
My first thought was to have a seperate array containing each type of data, and then make a seperate call to glDrawRangeElements() for each, but I would imagine there is a better solution
I also thought of trying to store the triangle data first, then the quad, then the poly, all in the same array, then pick out each with a seperate call to glDrawRangeElements(), but that also seems tedious.
The upshot is that I am hoping for some very tidy yet simple answer
Thanks much