I want to avoid sending repetitive information when drawing a mesh.
If I use a single point for each face and two vectors as additional attributes that represent the travel of each vertex, I can use that information in a Geometry Shader to produce the normal and the two points followed by any additional attributes for that face.
Is the computation cost worth the saved data needing to be transferred? Or is there a better way to optimize the pipeline for sending over a mesh to draw?
Edit: In particular this is a case where the mesh has attributes unique to the face and not the vertex, so if it were done the regular way each vertex would be multiplied by the number of faces used by it.