I’ve been trying to render a thrown-together terrain mesh with a simple 128x128 pixel texture map. The mesh is divided into 30-50 triangles, which I specify as triangles, not triangle strips. On my iMac (500 mhz with an ATI Rage 128), it takes a whopping 65 ms to draw those 50 triangles.
If there is an obvious, known pitfall that I may have stumbled into, I’d like to know. I can give more information if it’s needed (ie my code).
Yeah, my calculations used the MW Profiler, and performance was not noticeably different when the profiler was disabled.
However, I seem to have solved the problem at this point… tonight I got a 15000% speed gain, and I’m going to chalk this episode up to ignorance and spaghetti code.
Thank you anyway
Originally posted by Qwylli: Your context is probably software based, do you use glBindTexture, is your code that calc the time is flawless??