
Originally Posted by
spurserh
...Right now it caches the smallest cullable bits of geometry on the video card, and calls them all individually. This results in about 1000 calls to glCallList() per pass, and there are many passes.
I am planning to switch to use VBOs instead of display lists, and it brings up some interesting questions for me. I am wondering if I should minimize OpenGL calls as much as possible by culling my scene, sorting the geometry by material, transforming it, and then filling in a single VBO for each material by using glMapBuffer or GL_STREAM_DRAW...