I don’t know what happened, but when I was on the 45.43 drivers, I would get ~35-40fps on a 130K tris landscape. Now that I upgraded to the 52.16 drivers, I’m getting as much fps as without having VBOs, sometimes even 2-3 frames less (which is about 15fps).
Did something change in the new driver version? I’m guessing I did something wrong for setting up the VBOs and the new drivers are at fault with it.
Here’s a code snippet I’m playing around with right now, hopefully someone can help shed some light on this.
// Assign vertex mem
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 1);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, cMesh->mNumVerts * 3 * sizeof(float), cMesh->mVData, GL_STATIC_DRAW_ARB);// Do same for tex coords, normals, colours
// Assign index mem
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 6);
glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, cMesh->mNumFaces * 3 * sizeof(short), cMesh->mFData, GL_STATIC_DRAW_ARB);// Now assign the pointers
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 1);
glVertexPointer(3, GL_FLOAT, 0, 0);// etc…
// Draw specially for VBOs
glDrawElements(cMesh->mRenderType, cMesh->mNumFaces * 3, GL_UNSIGNED_SHORT, 0);// Clean memory used for next object
glDeleteBuffersARB(6, buffer); // 6 in total to clean// repeat above code for all objects in the scene
[This message has been edited by theghost (edited 12-06-2003).]