   VBO problem
  Okay a VBO is rendered likeglDrawArrays(GL_TRIANGLES,0,VertexCount);Okay thats all fine but help me, consider that the triangles are not in order!In which is the case when vertices are refered to as a 2dimensional arrayP[10][10]0  1  2  3 ..10 11 12 13 ..20 21 22 23 ..Okay so now i have loaded my VBO and that is the indices into the vertices, how can i render Quad 0,1,10,11 or quadstrip 0,10,1,11,2,12,3,13?Is this possible?   
  Yes, you will have to sit down and do the math. You have to setup your index buffer to render those verticies that you need in order. I bet you are using this for terrain rendering...   ;  Your damn right, but the thing is the order isnt staticI tesselate by a formula (basically distance*roughness) so the order keeps changing!Unless i create a seperate VBO per detail level!What do you mean with index buffer? " index buffer"   ;Quote:Original post by dawidjoubertYour damn right, but the thing is the order isnt staticI tesselate by a formula (basically distance*roughness) so the order keeps changing!Unless i create a seperate VBO per detail level!What do you mean with index buffer? " index buffer"I call them index buffers but the technical name is GL_ELEMENT_ARRAY_BUFFER_ARBthis is where you are loading your vertices rendering order at. Depending on the LOD levels you could make one buffer for each level and do the math ahead of time in your initialization code and then call that buffer for that LOD. Or you will have to stream the indicies into your index buffer with the (name eludes me)glSubMapBuffer()?? or else call glBufferDataARB() with a Null and then glBufferDataARB() with your buffer again. Not sure that will help or if thats what you are looking for...   ;  Look at glDrawElements rather than glDrawArrays. You pass a list of indices into the vertex array specifying the order of the vertices. If you are drawing multiple triangle strips you can also use glMultiDrawElements to provide a list of lists of indices.   