[quote]I assume you’re using the GLU sphere, in which case its very easy to generate a sphere with a huge poly count - what seems like a small amount of slices/stacks can be much worse than you initially think.
Another snag is that its generated at the time you call .draw(), a simple optimisation might be to shove it into a display list so you only generate the geometry once.
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I will try the list and see what happens as well as lower the slices, etc…
Thanks Middy, I do like the kevglass idea and may give this awhirl also.
EDIT: Fantastic. I have the MiddySphere() up and running. I was using Sphere() not gluSphere or glutSphere, just Sphere and honestly I dont know enough OpenGL to know where it is coming from. Anyway, If I change Sphere(1.0f, 20, 16) to Sphere(1.0f, 10, 8 ) it runs beautifully and since it is only visible during impact of shield hindered projectiles, it should be ok.
I switched Sphere to the MiddySphere and still runs very well. I may leave the fluctuation/modulation of the shield for the GT6 conversion and stick with the simple for CubeWars. (and the fact that I am not fure how to implement it yet
)