Hi
I’m currently developing a 3D engine.
It’s in a very early stage which supports BMP textures and the simplest light that opengl supports.
I have a model for testing which has about 97000 vertices, that is 97000/3 triangles because i don’t use any algorithm for minimize vertices number. I think this is just memory consuming and performance correct? The performance cost depends on the number of indices right?
My question is(exept the above):
With only this model, one texture and the light i count around 50 FPS.
1.How good/bad is this.
2.With the use of vertex shaders and not for effect but only for the basic transformation to window coordinates will I see performance boost?
Thanks