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I'm using the GLUTesselator for Polygons. Right now the vertex callback does glvertex2f and gltex2f. Would it be better simply to collect the verticies from the vertex callback in a std::vector then use gldrawarrays()? Or would this actually be less efficient since it has to put the verts and texture coordinates in a vector?

Thanks

A: 

If the vertex count on your tessellated objects is "sufficiently large" VAs/VBOs are almost always going to be faster than immediate-mode glBegin()/glEnd() code, especially if your geometry is static.

genpfault