by mh » Sun Nov 27, 2011 2:39 am
As in a wrapper for vertex arrays? Sure, Quake 3 has a simple enough one. The only real difficulty is when you get glDrawElements (GL_TRIANGLES, ... being used to concatenate multiple polygons (which is what most modern titles do) as you would end up with (numverts - 2) * 3 verts per polygon; if you're vertex-bound (which you're probably not) that would make things significantly worse. (Q3A does runtime strip finding in that case, which seems a mite hairy to me, although it obviously worked well enough back then.)
I don't see why you'd want to though as vertex arrays are standard since OpenGL 1.1 and will always work faster than immediate mode.