Well, i'm having problems setting up vertex array range extension.
The problem is that with VAR my app is slower -> I've not setup VAR correct.
This is what I do:
allocate 4 MB with wglAllocateMemory(4mb, 0, 0, 0.5)
all arrays(vertex, normal, texcoord, triangles) are placed in this memory.
each frame for each object:
enable all arrays I draw
enable vertex array range
specify vertex array range
draw my arrays.
The weird thing is that when I allocate the memory with wglAllocateMemory(4Mb, 0, 0, 0) the app runs at the same speed as without VAR. and If I allocate with
wglAllocateMemory(4MB, 0, 0, 1) and do _not_ enable VAR, the speed drops dramatically, with enabled VAR it runs faster but not as fast as with arrays in system memory and VAR disabled.
Where can be my problem?
one question to glVertexArrayRangeNV : do I have to pass size and pointer in a way that _all_ my arrays lie in the range? (vertex array, normal array, texcoord array, triangles array), or how is it suppposed to work?
Thanks in advance,