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Type: Posts; User: red1939

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    Nope. 1000 x 3 triangles via one DrawArrays.

    Nope. 1000 x 3 triangles via one DrawArrays.
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    I am just trying to prepare a simple framework...

    I am just trying to prepare a simple framework (i.e. base-point) for further performance analysis of various shader code, GL settings, draw methods, etc.
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    I see, so in other words, a more realistic...

    I see, so in other words, a more realistic scenario would be to draw these triangles in some distance, or at least smaller?
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    As the lovely anti-link prevention system blocks...

    As the lovely anti-link prevention system blocks me from sending urls, you will have to do manually create pastebin links from these:
    pastebin.com/rUHYYmBd main.cpp
    pastebin.com/yzZJ19xx...
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    I've tried with the depth test disable/enabled,...

    I've tried with the depth test disable/enabled, but I don't see any real difference in terms of performance impact, also I didn't seem to have too much problems with OpenGL titles.
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    The problem is that I am not doing anything at...

    The problem is that I am not doing anything at all: no application logic, empty (trivial) shaders, no multisampling, etc.

    It's not capped at 60 fps (I believe), as when I decrease the number of...
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    1k triangles at 60fps - acceptable?

    Hello everyone!

    Yesterday I've played around a little bit with OpenGL and one thing astounded me: I can only draw 1k triangles before I reach 60fps border. That's only 60k triangles per second,...
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