I have built a Shader program which it transforms a quad into a circle. In opengl is specified the quad and is sent to the Shaders the center of the quad and the radio as uniforms. In the FS it resolves if each fragment is inside the radio (apply the color) or outside (discard). It works ok.
I tried this drawing 100 circles in a P4 2,4 Ghz, 1 GB RAM and Geforce 6800 AGP with 2600 FPS… After that, I try in a 4coresx3Ghz (only 1 works), 8 GB RAM and 2x(SLI) Geforce 8800 PCI Express with 1300 FPS… How can I obtain this? With the first computer if I am very near to the spheres the performance falls until 600 FPS but with the second one the performance always is the same, far and near… Any idea?
I will put more information this week end when I have more data.