impact of data types on performance


i was wondering what impact data types can have on performance.

i’m using this:

glVertexPointer (3, GL_FLOAT, 0, animation->current);
glNormalPointer (GL_FLOAT, 0, animation->norms);
glTexCoordPointer (2, GL_FLOAT, 0, animation->texts);

i’m not really getting the performance i would like and i already stripped out any non-gl related code (such as animations and other possible slow code)
turning of textures/lighting only gives a few fps.

i get around 1700 fps on a radeon9800pro in a 800x600 window, but only around 30 fps when i run it full screen (also 800x600 full screen).
running it on a geforce2mx gives also around 30 fps, both windowed and fullscreen.
This ( ) scene has around 3000 polygons, already turned of lighting. (only the code above)

any suggestions welcome

Might be your fullscreen setup code that’s forcing software rendering. Check the pixel format you get before setting it (make sure it is neither GENERIC nor ACCELERATED) and/or the VENDOR or RENDERER string.