I read somewhere about the number of triangles you send to the graphics card using glDrawElements at one time made a differerence to performance, so I thought I’d test it out.
System:Celeron 600(4x75),geforce2MX, agp2X, win2K
Data Format:All vertex data (3 floats per vertex) in buffer allocated with wglAllocateMemoryNV(size,0,0,1.0), sending vertex indices over the AGP bus (it’s faster that way)
scene: one 102400 triangle teapot with a 256x256 texture, one light
batch size Time to render 1000 frames(s)
Anybody else seen results like this? Does 4 million polys/s seem about right for my system?
Update:this only seems to happen with Vsync enabled - with it disabled I just get a constant 16.7secs.
[This message has been edited by Benjy (edited 05-15-2001).]