   Low FPS
  I just got NeHe's openGL window code, and i wanted to test the FPS rate so i added some code to do so and drew some 60.000 polygons.I just got 10 FPS, i guess thats really low FPS for 60.000 polygons (they were squares).I have been searching and searching over the web about FPS rates in openGL, but all i got was some topics talking about VSync and double buffering, and that didn't solve my problem.Is there something wrong with the application code, or is there any way of boosting the FPS rate? Since i want to try and make a 3D game i don't want to do so without first solving this out.   
  If you aren't using depth testing you may be fillrate limited.Depending on your graphics card, that sounds perfectly reasonable to me for drawing 120,000 moderately sized triangles in immediate mode.;This is my "initialize" code:glShadeModel(GL_SMOOTH);glClearColor(0.5f, 0.5f, 0.5f, 0.5f);glClearDepth(1.0f);glEnable(GL_DEPTH_TEST);glDepthFunc(GL_LEQUAL);glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);I am drawing polygons this way:glColor3f(0.1f,0.5f,0.5f);glBegin(GL_POLYGON);glVertex3f(0,0,0);glVertex3f(0,-1,-1);glVertex3f(-1,-1,-1);glVertex3f(-1,-1,0);glEnd();My graphics card is an ATI Mobility Radeon 9700 with 256Mb DDRThe notebook has 1Gb RAM and 2Ghz pentium processor.Thanks ^^   ;  GL_POLYGON isn't used that much.You should switch to GL_QUADS and move the glBegin/glEnd outside of the loop. You do not want those on the inner part of a loop.Eventually you probably won't even use glBegin/glEnd for the 3D game. If you want to send lots of vertices, immediate mode is not the best.   ;  If you are going to make a 3D game (and I'm assuming the engine also) you will need to learn tons more than what you know now.  Also when drawing an object with 500+ polygons (maybe less) you shouldn't be using calls to glVertex, glTexCoords, ect.  Instead  you will put the vertex, tex, ect data into an array (regular or VBO) and let OpenGL process the data.Vertex Buffer Object (Vertex data stored on your grf card) tutorial..http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=45   ;  i'll try to implement VBO and see the improvements, thanks a lot ^^ , i have some opengl books, but regarding game engine structure and planification i just dont really know what to begin with ^^'   ;  Well once you dive into 3D more and more will make sense and you will see how to peice together a game engine.   ;  What about 143000 GL_POINTS + 143000 GL_LINES? Do you think my application is vertex limited? FPS is around 14.I've tried immediate mode, display lists and Vertex Buffer Objects and couldn't see the difference.Things get worse when i start drawing quads, but that's another matter: i always use immediate mode for them because the order they are drawn depends on the viewpoint :)__M__   