Hi,
I have a weird performance problem with displaylists. I have searched the Red Book as well as this BB without getting any wiser, so here goes:
I’m creating and rendering a hierarchy of display lists. Each list represents a mesh which may have multiple different textures. The lists are generated with GL_COMPILE (not GL_COMPILE_AND_EXECUTE) and contains calls to:
glBegin/End
glNormal
glVertex
glTexCoord
glMaterial
glActiveTexture
glBindTexture
glTexEnv
In one particular scene there are just two meshes, one of wish is complex (1 instance) and another is pretty simple but has multiple texures (25 instances).
The problem is that I get (almost exactly) 10x better performance in immediate mode than when using DL.
I also do stencil shadows but disabling this does not remove the problem, disabling textures entirely, however, does. I.e.:
DL + Texture : 9fps
Immediate + Texture: 90fps
DL + No texture: 90 fps
Immediate + No texture: 90fps
I have no problem abandoning DLs, but would like to know what’s causing this behaviour?
(BTW: It’s a 2.5GHz intel CPU and a GeForce Ti4400 gfx. board if that makes any difference)