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Vertex Buffer Object (fps test)
My own testing of frame rate of glBegin/glEnd vs
Vertex Buffer Object.
Core 2 Duo / NVidia 8600GTS:
pts vbo glb/e ratio
100 3900 3900 1.00
1k 3800 3200 1.18
10k 3600 2700 1.33
100k 1500 400 3.75
1m 213 49 4.34
10m 24 5 4.80
pts - number of points to draw,
vbo - vertex
buffer object,
glb/e - glBegin/glEnd,
the number is
frames per second.
The test was done in C++. In Python VBOs shown ratios of 100-10000 (times faster).
Additional tests:
vbo glb/e
1m triangles 20 7
1m lines 28 20
Results
Average modern
video card can
render up to
1 million on-screen triangles at reasonable framerate via VBO. This doesn't include processing
shaders.
VBO is up to 5 times faster than glBegin/glEnd.
Calling glBegin/glEnd for each triangle or once for all triangles didn't have much difference in terms of framerate.
Note that glBegin/glEnd is considered deprecated now.