At the moment I’m involved in producing an engine as part of a contracted project. The program needs to draw about 20-30 meshes whose polygon count totals around 100,000. I wondered if anyone has any speed up suggestions.
I'm seeing 7-10fps on a Athlon 700, GeForce 256 machine with 256Mb ram, running win2k. I use compiled vertex arrays composed like this: Vertex - 3 floats Normal - 3 floats We will shortly be adding 2 float texture coords, and probably 4 byte colour values per vertex as well. Lighting is enabled, as is the alpha and depth test (although alpha 90% of the time always passes). I have a feeling it is the transfer speed that is slowing things down. I tried doing backface culling on the CPU, but didn't see much of an improvement at all. At present I am considering two things - triangle strips, and splitting the meshes up into smaller sizes. Before I get going on the second, I'd be interested to hear (esp. from anyone who actually knows the answer) what people think the right kind of size for vertex arrays is. Plus any other speed up suggestions will be greatly received.
Thanks in advance,