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| Hi Here are my specs: Model Name: MacBook Pro Model Identifier: MacBookPro4,1 Processor Name: Intel Core 2 Duo Processor Speed: 2.5 GHz Number Of Processors: 1 Total Number Of Cores: 2 L2 Cache: 6 MB Memory: 4 GB Bus Speed: 800 MHz GeForce 8600M GT: Bus: PCIe PCIe Lane Width: x16 VRAM (Total): 512 MB I'm aiming for 60FPS. I'm drawing textured triangles. which are alpha blended: glVertexPointer(3, GL_FLOAT, 0, &m_vertexArray[0]); glEnableClientState(GL_VERTEX_ARRAY); glTexCoordPointer(2, GL_FLOAT, 0, &m_texCoordArray[0]); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glColorPointer(4, GL_FLOAT, 0, &m_colorArray[0]); glEnableClientState(GL_COLOR_ARRAY); glDisable(GL_DEPTH_TEST); glEnable(GL_COLOR_MATERIAL); std::cout << "Drawing " << m_vertexArray.size() / 3 << " triangles." << std::endl; glDrawArrays(GL_TRIANGLES, 0, m_vertexArray.size()); glDisable(GL_COLOR_MATERIAL); glEnable(GL_DEPTH_TEST); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); I can't seem to render more than 2000 triangles without running into performance problems. This seems fairly small. Is this just something I'm doing incorrectly? Kind regards, Samuel |
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