Hello!

I know this is going to be a quite general question, but I need to
know if someone knows about this.

I have some objects which contain Sprites (yes, they contain Sprites,
they are not Sprites): the player, enemies and a 800x600 background
image. And then I have some objects that are drawn using OpenGL
triangles in a vertex array. I have an strange performance problem.

I have to draw all that in this order: first the background, in its
own batch, then the OpenGL objects, with their vertex array, and then
the player and enemies in their own batch. But certain combinations
drop the fps rate quite a lot:

player + enemies + opengltriangles -> more than 30fps
background + player + enemies  -> more than 30fps

But then...

background + player + enemies +  opengltriangles... -> less than
15fps!

It's just when I draw the background AND the opengl triangles when the
fps rate drops. If I draw the background in the same batch as the
player and enemies, I get 30fps (but then the opengl triangles are
drawn in front of everything and that's not what I need). So, neither
the background or the opengl triangles by themselves seem to be a
problem... It's just when combined (like some funny Joker plan)

So here are my questions:
1) Are there performance problems when mixing graphic batches and
vertex arrays?
2) Could it be that the 800x600 image is too big? (I thought Sprites
where just quads with a texture) I have to try using tiled smaller
images. What is the best method for having a big background image? (no
scroll, just a nice background)

I hope there's no need for code, as it's quite a lot, but I may post
it if needed.

Thank you in advance.
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