Can somebody give me an outline and a few pointers and ideas about how an efficient, simple static geometry renderer (walls, doors) would look like? I just don’t know how to do such a thing. I am seeing games that push millions of triangles per frame on the screen, and my little old game I am trying to keep alive fails already at 10,000 or less.
I know how to use VBOs and how to render to render targets, but I do not know enough in order to decrease rendering time of let’s say 10,000 triangles with 100 different textures in a neglectable amount of time on some good current graphics hardware.
Actually I wouldn’t even know how to separate a lighting pass from a regular render pass.