On 26-Jul-12 00:52, David wrote:
It looks like a syscall/opengl issue. You somehow managed to hit a dark
corner of GL driver. It's either a fallback to software (partial) or
some extra translation layer.
I once had a cool table that showed which GL calls  are direct to
hardware and which are not for various nvidia cards.

Now the trick is to get an idea why. The best idea to debug driver
related stuff is to test on some other computer (like different version
of OS, video card etc.).

Worst case scenario ... driver issue.

Been there once. I any case I'd try to split coordinates into 2 or 3 interleaved arrays. (like vertex+norm and separately 2 UV). It's usually slower but not 10x ;)


Can't quite decipher output but I find it strange that it mentions
_d_invariant. You'd better compiler with -release if you care for speed.

I don't care about speed much, but 1000% less performance is just too bad.


--
Dmitry Olshansky

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