I have written a C#/Windows 7 OpenGL application which converts arbitrary objects into point cloud data. Well, it's not really a cloud since only the surface of objects gets converted into points.
I tested my program with a cube of size 2 and with a density of 0.001. It basically works, the cube consists of 23976006 points.
I can render now my cube in two different ways: With GL_POINTS to show the point cloud and with GL_TRIANGLES to show the original cube. When I render it with GL_POINTS, my application gets insanely slow. But that makes sense, since rendering points is a slow operation in OpenGL. But when I switch from GL_POINTS rendering to GL_TRIANGLES rendering, my application stays very slow although OpenGL only has to render 12 Triangles now (6 sides of a cube x 2). Does the huge amount of consumed memory slow my application down?
Help would be very appreciated.