What is the highest poly-count model you’ve rendered without using display lists and still got back descent performance? I’m using a PIII 667 MHZ, GeForce2 computer and when I try to render something with say 3000 textured triangles I get quite a lot of drag. I was wonderiong if my unpotimized code that slows stuff down or there just isn’t a way to get better performance
The best solution i came up with is this:
I use an interlieved vertex array stored in a direct FloatBuffer so I load the vertex/normal data for all 3000 faces with a single call go GL. Than I iterate over an array of Triangle structures (i.e. simple objects) and call glTextCoord2fv and than glArrayElement for each of the 3 angles.
Yet with these optimizations (i hope they do optimize ;P) I get a major drag…