we ported an application to use OpenGL 2.0es (from legacy OpenGL). when enabling angle (that will convert the calls to DirectX), we incur severe performance penalty.
On profiling the code:
glDrawArrays on angle takes about 200ms as opposed to about 10 ms when running without angle.
The display is sluggish.
Also if we draw the same object (that is do not bind different buffers, generally this is the only state we change), then the performance increases and the display is not sluggish.
Has anybody else come across a similar issue and any tips on how to solve this
I tried using glcalllist but it will not work with angle (its not part of QOpenGLFunctions)