1) World submodels (lifts, platforms) but not health boxes.
2) With origin x, y, z = 0
3) With angles x, y, z = 0
4) Provided it doesn't have alpha (solid surface)
What is a good plan to draw the world submodels where the angles and origin are modified?
This being OpenGL 1.2 +/- so fixed pipeline of course.
Am I better off using glRotatef and glTranslatef during the drawing of texture chains and then restoring the modelview matrix back when it runs into surfaces belonging to a world submodel? (This should get complex. I don't know if anyone ever instances world submodels or if that is even possible --- I bet the lighting would potentially look stupid. But really a surface doesn't have a way to know which entity it represents.) Maybe throw the alpha surfaces into the liquids texture chain.

But really, I'm thinking I shouldn't do this at all. Why draw the world submodels in the same function as the world unless it is easy? There is no specific benefit.
Part 2: I think I've heard of MH say he once threw the unchanging static part of the whole map into a vertex array. How does that work with a ton oi potential textures? I'm no master of vertex arrays, but I thought those got paired up with arrays of texture coordinates (not multiple textures). The lightmaps can change, but I guess that is really is a texture update.
Why the hell am I asking this? RMQ engine does this and it uses ancient OpenGL with a ton of extensions.
I could scrap this post, but maybe somehow someone might somehow benefit from reading it.
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I might add that the RMQ Engine occasionally stalls for a second every once in a great while for me on 2 different laptops (Windows 7 one, a Mac one). Maybe when a lot of dynamic lighting changes happen ??? <---- those question marks mean I do NOT really know why. Both are ATI.
I guess I think the rendering code really could be a lot simpler. And I'm thinking supporting non-multitexture in a desktop engine (or a mobile one --- even OpenGL ES 1.x is required to have multitexture) is something I'm not doing any more (why waste that time for computers that literally don't even exist. That one Steam hardware survey said 2 TMU is 100%)
Not a very coherent or well themed post. Drifting around a bit. I know. I'm thinking of what I hate about the rendering code and why it stands between me and what I am trying to get done.