title: glDrawElements vs glDrawArray efficiency
body: <p>I'm making a game for iOS and Android.
  I've seen in a lot of places that drawing using indices is more efficient than just drawing triangles array.</p>
  
  <p>The thing is that i'm using lossy compressed vertices (like the md2's file format) and it takes less than just the indices alone - 
  Array: N * 3 (xyz) * 1 (uchar) + translate (12 bytes) + scale (12 bytes).
  Element: N * 3 (xyz) * 4 (uint) + Array / ~10</p>
  
  <p>It seems like the array is even better choice than indexed and compressed element, altough apple' s OpenGL profiler tool says that I should use glDrawElements..</p>
  
  <p>Does the OpenGL implementation prefer indexed array? or  it's because that the indexed array contains less data than the regular  uncompressed array?</p>
  
  <p>p.s.
  I'm using OpenGL es 2.0 and the vertex shader is the one who decompresses the vertices.</p>