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  Slow DisplayLists in LWJGL?  (Read 1740 times)
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Offline Marvin Fröhlich

Senior Devvie

May the 4th, be with you...

« Posted 2007-02-27 00:20:04 »

I'm trying to optimize DisplayList usage in Xith3D. Unfortunately I'm not very successful. I managed to improve VBO speed by far in both JOGL and LWJGL. But the DisplayLists puzzle me a bit. It seems to depend highly on... something. In one case (a small OBJ model) DisplayList rendering is very fast (only a bit slower than VBO), but in another case it is drastically slow. And especially for LWJGL. In JOGL mode it is not fast but at least not slower than in pure VertexArray mode. Hi, I'm quite sure, that the mistake is in my coding. But maybe you can help me out.

So here is the description of my test case. It contains 25x25 spheres with 12 stacks and 12 slices arranged on a "plane". The spheres use all the same Geometry instance (only one VBO and one. The camera rotates slowly so the whole field of spheres appears to rotate.

Using VBOs, the scene is rendered at 110 FPS. Using regular VertexArrays the FPS is at 30. But with DisplayLists it is at only crappy 16.

I would naively have expected, that a static geometry is rendered fastest with a DL. Isn't this correct?

The DL is built by creating a VertexArray and rendering it.

I've already doublechecked, if the DL is accidently recreated each frame. But it isn't.

Does anyone have an idea, what this could be?

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