Whats really bugging me is that it is only managing 8-10 FPS on a P3 800 with a GeForce256, I thought GeForce cards where meant to be able to shift allot more than 250’000 polys before keeling over? Especially as its a static mesh I’m drawing using displaylists and GL_COMPILE I’d appreciate any helpful comments or suggestions about how to speed it up, theres no lighting code yet, no alpha, no textures just 250’000 polys being drawn in a display list using GL_TRIANGLES…
I’d hazard to guess that you are simply processing too many triangles that aren’t visible. For a terrain you need to use some type of VSD and/or mesh LOD. Also for a Geforce, I’d probably look into processing the terrain as one or more triangle strips in a ranged vertex array.
[This message has been edited by DFrey (edited 11-07-2000).]
Try using vertex arrays. With appropriate format for vertex coordinates (e.g. 3 floats /vertex), vertex colors (4 unsigned chars /vertex), and texture coords(2 floats/vertex).
Try using nv_vertex_array_range and nv_fence extensions. To place your vertex arrays in agp or video memory.
So NV_vertex_array is faster than a display list for a static mesh? That seems a bit wierd bu I’ll give it a try! About drawing using TRIANGLE_STRIP can you use it to draw any form of mesh? As the reason I didn’t use it was that I didn’t think it would work for a mesh like mine thats store in a 2d array I suppose I could move it to a vertex array and do a bit of fancy ordering algorithm and it ‘should’ come out as a triangle strip…