Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 8710005
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: June 13, 20262026-06-13T04:30:46+00:00 2026-06-13T04:30:46+00:00

I am currently running some speed tests for my applications and I am trying

  • 0

I am currently running some speed tests for my applications and I am trying to find more ways to optimize my program, specifically with my display lists. Currently I am getting:

12 FPS with 882,000 vertices

40 FPS with 234,000 vertices

95 FPS with 72,000 vertices

I know that I need to minimize the number of calls made, so instead of:

for(int i = 0; i < Number; i++) {
   glBegin(GL_QUADS);
   ...normal and vertex declarations here
   glEnd();
}

A better way would be to do this:

glBegin(GL_QUADS);
for(int i = 0; i < Number; i++) {
   ...normal and vertex declarations here
}
glEnd();

This did help increase my FPS to the results listed above, however, are there other ways I can optimize my display lists? Perhaps by using something other than nested vertex arrays to store my model data?

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-06-13T04:30:47+00:00Added an answer on June 13, 2026 at 4:30 am

    You’ll get a significant speed boost by switching to VBOs or at least Vertex arrays.

    Immediate mode (glBegin()...glEnd()) has a lot of method call overhead. I’ve managed to render ~1 million vertices at several hundred fps on a laptop (would be faster without the physics engine/entity system overhead too) by using more modern OpenGL.

    If you’re wondering about compatibility, about 98% of people support the VBO extension (GL_ARB_vertex_buffer_object) http://feedback.wildfiregames.com/report/opengl/

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I'm currently researching ways to speed up and scale up a long running matching
I'm currently running some SQL which uses an IN expression to match against multiple
I'm running some code through FxCop and am currently looking at clearing all of
I'm running some background threads in the GUI. Currently I'm implementing a personal Thread
I am currently running into an issue trying to create delegates from MethodInfo .
Is there a way of getting the name of the currently running test? Some
I'm trying to speed up my builds some and was looking for some thoughts
I've compiled and am currently running a program with g++. I expect that it's
Our current Apache installations are running Apache 2.0. Now we'd like to add some
I am currently running Kobold 1.0.4 and cannot work out how to use Box2D

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.