[quote name='PilzburyX' timestamp='1306508615' post='4816450']
Problem was the texture size, Very big improvement scaling them down to 128x128. With vsync getting 60fps, without vsync getting 130fps with a 50x50 grid now (5000 triangles). Wish I would of tried that a week ago befor trying to change everything in the code.
Thank you all for your help.
That still seems pretty odd that it killed performance so readily. What sort of hardware is it running on?
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Do you think it was a cache-coherency issue? If you had the 256x256 textures with a single mip level, and if the pixel area for the geometry was smaller than the texture size (one pixel covers less than one texel), you would get that. I'm not sure if it would kill the framerate that much though.