Usually, the advice to use larger draw batches is to reduce CPU
usage in the driver, more than improve performance of the GPU. Most
of your time is in CGLFlushDrawable, which basically means you're
waiting on the GPU?
Can you estimate how large your triangles are (in screen pixels)?
Are you using multisampling? If the total number of covered pixels
are large enough, then the bottleneck will be filling pixels, even
if you're producing those pixels with a small number of triangles.
I was using multi-sampling, but I've just turned it off but didn't
notice much difference in performance - it still seemed to have the
same problems. I also turned off blending. This also didn't improve
things much. There are about 6000 triangles representing 3000 quads.
They have a single texture. They are about 60px by 60px on the screen.
Any other ideas?
I'll do some more testing, but I have to go to work now unfortunately.
Thanks for your reply.
Samuel
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