my models are based on several meshes that can be separatly textured and to simplify the texturing stage, i''ve got one VBO per mesh (in my desired game, each mesh is AT LEAST 5000 polygons) and i generate one list per mesh as well.
pseudo:
init:-----for_each_mesh generate_vbo(num_vertices); generate_indices(num_polys * 3); glNewList glBegin for_each_mesh_face for_each_face_vertex glVertex3f(current_face_index[0], current_face_index[1], current_face_idnex[2] glEnd glEndListrender:-----for_each_mesh if GL_ARB_vertex_buffer_object bind_mesh_vbo bind_mesh_indices DrawRangeElements else glCallList(mesh_list)
i''ve tried to compile each mesh''s vertices into one huge buffer, and just bind the current mesh''s indexbuffer, but that didn''t work very well either.. can it just be that vertex lists are faster?
is there any way to calculate the ACTUAL datasize that''s being transferred on the bus to the GPU?