This subject, as with any optimisation problem, gets hit on a lot, but I just couldn't find what I (think) I want.
A lot of tutorials, and even SO questions have similar tips; generally covering:
- Use GL face culling (the OpenGL function, not the scene logic)
- Precalculate anything you can
- Use interleaved Vertices
- Minimize as many GL calls as possible, batch where appropriate
And possibly a few/many others. I am (for curiosity reasons) rendering 28 million triangles in my application using several vertex buffers. I have tried all the above techniques (to the best of my knowledge), and received almost no performance change.
Whilst I am receiving around 40FPS in my implementation, which is by no means problematic, I am still curious as to where these optimisation 'tips' actually come into use?
My CPU is idling around 20-50% during rendering, therefore I assume I am GPU bound for increasing performance.
Note: I am looking into gDEBugger at the moment
Cross posted at StackOverflow