overlapping geometry causing severe slowdown?

purebasic
and its not slow…

im making a test like yours, with 1000s of faces and vertices, to see if its slow or the problem comes when reading the structure data everytime on the loop (which is what I thought its slow, and it might be the problem)…

Maybe if I use arrays instead??? i’ve seen an obj loader using arrays in c++ was nice.

okey with just points, 50.000 of them, placed randomly all the time, starting at the center of the screen, I got >100FPS as well.

Originally posted by bansheeogl:
okey with just points, 50.000 of them, placed randomly all the time, starting at the center of the screen, I got >100FPS as well.
Then I dont think that OpenGL is what is slowing you down but the way you store and retrieve your verticies. If this PureBasic is comming with a profiler then thats what you should use now if it doesnt then debugging the application may reveal the bottleneck.