So, this seems odd to me. I upload a large buffer of vertices, then every frame I call glBindbuffer and then the appropriate gl*Pointer functions with offsets into the buffer, then I use glDrawArrays to draw all of my triangles.
I'm only drawing about 100K triangles, however I'm getting about 15FPS.
This is where it gets weird, if I change it to not call glBindBuffer, then change the gl*Pointer calls to be actual pointers into the array I have in system memory, and then call glDrawArrays the same, my framerate jumps up to about 50FPS.
Any idea what I weird thing I could be doing that would cause this? Did I maybe forget to call glEnable(GL_ALLOW_VBOS_TO_RUN_FAST) or something?