OpenGL 3 Render points: The points are stored within a space partition tree. The tree has points with colour and normal information attributes.
The point information and its attributes is stored as a set of buffers.
An offset buffer is a vector array.
The points are stored in memory as a center and offset index. The offset index points to the offset buffer
Point = center + OffSetBuffer[offset index]
.Normals is stored in a normal buffer and each point holds an index of the normal buffer.
Colour is stored in a colour buffer and each point holds an index of the colour buffer.
I have some room to change the buffer layout but holding information as above reduce repetitive or redundant information.
My question is how do I render the above Points using OpenGL 3+ APIs efficiently?