Does anyone have any numbers on the speed of vertex arrays relative to compiled displaylists?
I have a textured mesh with 1900 elements, referenced by 8000 indices and when rendering using glDrawElements() it takes ~250 units (95% of which is spent in the glDrawElements() call).
When rendering the same mesh as a compiled displaylist it takes ~25 units (1/10th).
This is on a GF2. Is this normal or did I screw up something?