I'm looking for a fast way to draw simple 3D geometries - that will consist of up to 10 vertices. Each of them will have a texture (though varying between geometries). I also want to store the fragment depth for depth testing.
There will be no lighting and only very simple transformations (this actually is for isometric game).
So far what I did was trying to achieve top performance using OpenGL for drawing simple quads (what the problem actually boils down to). For my machine (from around 2008), I had the following results:
- Using immediate mode 4800 quads took 120ms
- Using vertex arrays and VBOs this took around 40 ms
What I see as a problem is the bottleneck of glDraw* calls. I want to somehow get below 4-5 ms , as there will be really a lot of objects on the screen. Any ideas about how could (or perhaps couldn't) achieve that?