   interrupt GL_TRIANGLE_STRIP w/o glEnd
  I thought I read that if two consecutive points are the same or if a triangle has 0 surface area that it breaks the strip.I'm rendering a heightmap. Do I have to use glMultiDrawElements to draw rows of strips or is there some way to use the trick I'm describing?[Edited by - avocados on July 11, 2010 4:35:16 AM]
  Hi,What you'll want to use for rendering heightmaps are degenerate triangles.  Essentially, you have one long triangle strip to define the whole landscape, using "triangles" of 0 area to handle new rows.  That should get you started; see Google.-G   ;  Better again, don't use strips at all.  Use GL_TRIANGLES and indexes and it won't matter whether or not triangles are connected.   ;  GL_TRIANGLES would triple the indices unnecessarily.  I have read that the last 10 or 20 transformed vertices are cached so maybe that greater index size is the only inefficiency.http://www.opengl.org/wiki/Vertex_Specification#Primitive_Restart This seems to be perfect for what I need in the heightmap but it crashes w/ GLEW 1.5.4 for me.http://www.mathwords.com/d/degenerate.htmThis is good.[Edited by - avocados on July 13, 2010 2:47:50 AM]