Maybe I was not specific enough. I have a deferred lighting system in place, so I am not using the fixed functionality lighting. I render it in several passes, one being the albedo. I use shaders for all the other passes except that. I simply don't use a shader for that pass because binding program 0 yields the same results as creating a simple shader to render geometry with texture. If just using a simple shader is faster, it would be easy to create a shader to do that, I would do it but I haven't been able to notice a difference.Your power level of mistaken…it’s over 9,000!!!
I was under the impression that Draw Lists were the fastest.
Why would you do that? Why would you ever mix fixed-functionality and programmable pipelines? Are you maintaining 2 separate lighting pipelines?
I am using shaders, just not for textures.
You are aware that any version of OpenGL that supports shaders (which you are using) also supports VBO’s and IBO’s, right?
As for not using other aspects of modern OpenGl, I want to have this run on lower end computers.
VBO’s and IBO’s have been core since OpenGL 1.5.
Shaders have been core since OpenGL 2.0.
In short, your excuse about compatibility makes no sense and it doesn’t make sense to discuss performance issues until you start using VBO’s and IBO’s.
Ask again when you have switched to VBO’s and IBO’s (and preferably shaders for anything, not just “everything but textures”).
As for the draw lists vs the vertex buffer objects, I was unaware that vbos were in the older OpenGL versions and I thought it was added it 3.2. I've tried both vertex buffer objects and display lists. Based on my experiences, draw lists are significantly faster, and I've also seen that on the internet. It could just be my video card though. I've also read that internally, the data is stored the same way as vbos in some cases. To me they just seem easier to implement and control, but that's just my opinion. The preformence problem might be somewhere else, and I'll see if I can track that down. Thank you for your input.