I have a weird performance problem with displaylists. I have searched the Red Book as well as this BB without getting any wiser, so here goes:
I’m creating and rendering a hierarchy of display lists. Each list represents a mesh which may have multiple different textures. The lists are generated with GL_COMPILE (not GL_COMPILE_AND_EXECUTE) and contains calls to:
In one particular scene there are just two meshes, one of wish is complex (1 instance) and another is pretty simple but has multiple texures (25 instances).
The problem is that I get (almost exactly) 10x better performance in immediate mode than when using DL.
I also do stencil shadows but disabling this does not remove the problem, disabling textures entirely, however, does. I.e.:
DL + Texture : 9fps
Immediate + Texture: 90fps
DL + No texture: 90 fps
Immediate + No texture: 90fps
I have no problem abandoning DLs, but would like to know what’s causing this behaviour?
(BTW: It’s a 2.5GHz intel CPU and a GeForce Ti4400 gfx. board if that makes any difference)