When they say "client / server", they do not talk about the Internet network.
- Client = CPU
- Server = GFX Hardware
These are two separate pieces of hardware. Although they are (usually) attached to the same motherboard, they still need to communicate with each other. Typically, the graphics card does not have access to the main memory of your motherboard, so the vertices (and textures, indices, etc.) should actually be sent to the graphics device.
Story: use vertex buffer objects. For static data (like Quake maps) there is nothing better. The vertices are sent to the graphics device (server) once and remain there. When you draw a version of a vertex by vertex (using something like glBegin(GL_TRIANGLES) ), the vertices are sent through each frame, which, as you can imagine, is pretty inefficient.
Peter Alexander
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