Impact of the number of texture coordinates on frame rate
I wrote a benchmark which renders display lists of vertex arrays, with GL_FLOAT normals, GL_UNSIGNED_BYTE colors, and a variable number of 2D GL_FLOAT texture coordinates per vertex.
GeForce 6600 GT
Here is a graph showing frame rate according to the number of texture coordinates per vertex when rendering scenes of 1.0M, 1.5M, and 2.0M triangles, on a GeForce 6600 GT under Linux:
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Radeon X800
The same experiment with display lists on a Radeon X800 under Windows:
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