In my game-engine, I have lots of nature: bushes, trees, grass, etc. All these are items which get rendered by a couple of VBO calls. The ‘problem’ is that the amount of checks for the VBO-calls is huge, there are even stacks and switch-statements inthere. When rendering thousands of items per frame, this overhead begins to count. My solution is to group geometry of multiple-items into 1. This works, but makes the engine much more complex, because of all the managing.
I heard matzon say in another thread that LWJGL was precompiled by default in debug-mode. I have to admit that I don’t know C/C++, nor do I know how to compile dynamic-libraries, so that pretty much leaves me asking somebody for a favor. It would be nice to have non-debug precompiled libraries on the official LWJGL site, or made available by anybody who would like to share their non-debug version of LWJGL with this community.
Thanks in advance!

