It works !!
I’ve set the buffer to static, this was not the problem, i got only 10-30 frames more…
But i think there was a driver problem as u have told me. I’ve set up my system new for the XP Service Pack 2 and installed only the new drivers, and now the ATI works like it should be ;o)
Thanks a lot for all hints !
Now i have a second problem, perhaps some of u can help me again. After all works fine, i’ve tried to use glDrawElements.
This works fine with the geometric datas and i got a perfomance increase of 20-30 frames again. Fine, but i’ve many troubles with the textures…
In the glDrawArray mode all works fine, now with glDrawElements and the same call of the texture rendermode, i got ugly textures, where all looks like fractals …
I’ve checked many net sources, but i found nothing which tells, that i must change my way of texturing when i use glDrawElements instad of glDrawArrays …
Here is the way of binding multipaged textures i use:
glActiveTextureARB (GL_TEXTURE0_ARB);
glBindTexture(GL_TEXTURE_2D, *m_pObject->getTextureIDReference());
glBindBufferARB( GL_ARRAY_BUFFER_ARB, *m_pObject->getVBOTextureNameID());
glTexCoordPointer( 2, GL_FLOAT, 0, (char *) NULL );
And this is the way, how i set it up for the GPU:
glGenBuffersARB( 1,m_pObject->getVBOTextureNameID());
glBindBufferARB( GL_ARRAY_BUFFER_ARB, *m_pObject->getVBOTextureNameID());
glBufferDataARB(GL_ARRAY_BUFFER_ARB, m_pObject->getVertexCount()*2*
sizeof(float), m_pObject->getTextureCoords(), GL_STATIC_DRAW_ARB);
I’ve checked it, the number of Vertices and Texturecoords are equal…