Recently I had posted on the jogl forum topic with a similar question, so pardon my double-posting. However, no one was able to come with a good answer to explain what I was seeing.
Anyway, here it goes:
When I’d draw a scene on either an intel mac book pro w/ geforce 8800 mobile or an amd pc with ati x700 using a custom glsl shader (even when it was only one line of work to assign the fragment color), it would perform significantly slower than the fixed function pipeline.
This is contrary to everything that I’ve heard, so I was wondering if anyone has experienced something similar or if there are ways in which you can incorrectly setup a shader program that causes it to run slower (and fyi, I only called glUseProgram() once so I no there was no additional call overhead slowing it down).
Thanks,