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Home/ Questions/Q 5968549
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Editorial Team
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Editorial Team
Asked: May 22, 20262026-05-22T20:06:21+00:00 2026-05-22T20:06:21+00:00

I am rendering rather heavy object consisting of about 500k triangles. I use opengl

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I am rendering rather heavy object consisting of about 500k triangles. I use opengl display list and in render method just call glCallList. I thought that once graphic primitives is compiled into display list cpu work is done and it just tells gpu to draw. But now one cpu core is loaded up to 100%.

Could you give me some clues why does it happen?

UPDATE: I have checked how long does it take to run glCallList, it’s fast, it takes about 30 milliseconds to run it

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  1. Editorial Team
    Editorial Team
    2026-05-22T20:06:22+00:00Added an answer on May 22, 2026 at 8:06 pm

    Most likely you are hitting the limits on the list length, which are at 64k verteces per list. Try to split your 500k triangles (1500k verteces?) into smaller chunks and see what you get.

    btw which graphical chips are you using? If the verteces are processed on CPU, that also might be a problem

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