Hi Jonathan,
    OpenGL specifically disallows you from specifying such implementation
details like shared memory, though it may be possible through an obscure
platform specific API. It sounds like vertex arrays do exactly what you need
though, you specify a pointer in "client" memory which is read when you call
glDraw*().

As for quads, if I remember correctly, quads are absent from OpenGL ES,
however you can achieve the same effect by using four vertices and six
indices in a triangle list. It's slightly less convenient, but not that bad.

Cheers,
Dan
On Apr 6, 2011 4:32 PM, "Jonathan" <[email protected]> wrote:

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