optimization

say we have a large pool of polygons…
and we want to optimize for speed…

after culling techniques are done where is the best optimization…

sort polys by texture, material, lighting proporties, etc…

or

(we cull by groups)

stick (groups of polys) into precompiled diplay lists and call at render time (with mixed textures)

or make (lots) of little display lists of polys of like texture/material/lighting and call them…

Try them all, time them on the 5 most popular cards, and choose the version that runs best with your specific data set.

It depends on the type of geomerty you are using. Is it statuc, or changes every frame.
If static try display lists.
Maybe you could try compiled vertex arrays too. (even if you plan to use multitexturing)

For dynamic lists,you could try vertex arrays, and group all the polygons by textureids.

hope it helps.

Originally posted by bgl:
Try them all, time them on the 5 most popular cards, and choose the version that runs best with your specific data set.

Then share the results!