Might be a bit out of place here but I was wondering when you are compiling a displaylist does the amount of calls to glVertex3f (or other data) have an impact on the time it takes to execute that display list afterwards ?
And if so would using glDrawArray make a significant reduction in that time ? I'm having an issue where calling a displaylist (containing about 70 faces) a 100 times is dropping my framerate in the low 20's on a GeForce 9800X2 .... Cpu usage is also a measly 40-50% so it shouldn't be bottlenecking the processor and since I'm using glCallList it shouldn't send all the vertex data over the pipeline each frame right ? --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en -~----------~----~----~----~------~----~------~--~---
