   vbos performance issues.
  When I render any object I get a frame rate of about 823 fps. When I put lighting on the frame rate drops by half to around 420 when i put textures and lights on the frame rate drops another 25% to 318. I have binded 3 vertex buffer objects like thisglBindBufferARB( GL_ARRAY_BUFFER_ARB, VBOVertices );glVertexPointer( 3, GL_FLOAT, 0, (char *) NULL );glBindBufferARB( GL_ARRAY_BUFFER_ARB, VBOTexels );glTexCoordPointer( 2, GL_FLOAT, 0, (char *) NULL );glBindBufferARB( GL_ARRAY_BUFFER_ARB, VBONormals );glNormalPointer( GL_FLOAT, 0, (char *) NULL );My question is that is there a way to not see such a performance drop when lights and textures are on? Is this normal or is the fame rate low because I am using 3 vbos.  
  Try using one interleaved array and a vbo, instead of 3 seperate vbo''s.  When I did this in my project, I got a HUGE increase in performance.  If you don''t know how to use interleaved arrays, just do a search on it - they''re really easy, as long as you can organize your data in the correct format.   -----------------------------I never chew my cabbage twice ;  a) Use a bigger test mesh. Something like +50k tris.b) Don''t worry about it while you''re getting +300 FPS.c) You''re probably getting fillrate bound, not transfer bound.d) And most important: Don''t crosspost!!!thisThread.close();   You should never let your fears become the boundaries of your dreams. ;  e) A texel is not a texture coordinate.  ;  The object i am using has plenty of vertices. What do you mean by cross post.  ;quote:Original post by Ostsol  e) A texel is not a texture coordinate.    I know its not but that isnt really my problem.  I could call it poop if i wanted to now couldnt I.  ;quote:Original post by mdog1234  The object i am using has plenty of vertices. What do you mean by cross post.20k is not "plenty of vertices". Even GF1 can handle that at +100 FPS.Crosspost? And what is this? : http://www.opengl.org/discussion_boards/ubb/Forum3/HTML/011469.html You should never let your fears become the boundaries of your dreams. ;  I agree thats not alot but if you have lots of objects with 20k vertices then you will have a frame rate problem.  I am thinking of performance issues in the future when I am not just rendering one object as a test    [edited by - mdog1234 on February 3, 2004 3:12:07 PM];  if I want to post on opengl.org I can.  Who are you to tell me where I can post.  Some people who post there may not read here and vice versa.  So yes I will continue to cross post.  Plus you dont have a real solution to my problem anyway so it seems I need to post in different locations.   [edited by - mdog1234 on February 3, 2004 3:13:54 PM];quote:Original post by _DarkWIng_  Crosspost? And what is this? : http://www.opengl.org/discussion_boards/ubb/Forum3/HTML/011469.htmlNow that''s just retarded, it''s not crossposting to ask a question on 2 completely different messageboards, it''s only crossposting if somebody posts the same question to multiple forums on the same messageboard. Lighten up, DarkWing 