ive got the following problem:
i’m programming a pool game. for rendering the pool balls i use the gluQuadric(…) function. by increasing the sphere’s stacks and slices i get a significant performance drop, which is obvious, BUT:
at first i didnt use display lists and with 128stacks + 128 slices i got sth like 5FPS.
after changing my prog to use display lists for the spheres, i get 6FPS when all the balls are on the screen, but 29FPS when onlt one of them is visible.
here are 2 screenshots so you can see what i mean:
since im not using frustum culling or anything, the display list is being called for all the 16 balls in both cases.
so why do i get that significant drop in framerate? does anyone have an idea?
already tried the following:
- set resolution 480x320 instead of 1024x768
- disable lighting and shadows
- increase depth buffer size
but the same thing is still happening.
system: win2000 sp4, athlon xp1800, geforce4mx 64mb