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I'm planning to do some optimization on my OpenGL program (it doesn't need optimizing, but I'm doing it for the sake of it). Out of curiosity, how expensive are OpenGL drawing functions compared to basic logic code? At the moment, I'm making the start of a game where the screen is filled with squares, to represent a 2D blocky landscape. This means that the draw call for a square(two triangles) is called many times. At the moment, I'm planning to add in some code that looks at the positioning of blocks in the current frame, and groups them together. For example, if there is a column that is 7 blocks high, instead of doing 7 separate drawBlock() functions (which contain the glDrawElements() calls) I could call one function, that draws a rectangle that is 1 x 7, and so on, throughout the screen.

I won't bother doing this if the code that calculates what to draw, actually uses up more of the CPU than just drawing the blocks individually would.

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The cost of glDrawElements (or any other OpenGL rendering command) cannot really be estimated. This is because its cost depends a great deal on what OpenGL state you changed between draw calls. The cost of calling an OpenGL state changing function (basically, any OpenGL function that isn't a glGet of some form or a glDraw of some form) will be relatively quick. But it will make the next draw call slower.

This video on OpenGL performance shows which state changes are more costly at draw time than others. The really good part starts around 31 minutes in.

Draw calls are relatively fast if you haven't changed any OpenGL state between draw calls. Different pieces of state have different effects on draw calls. From fastest to slowest (according to NVIDIA's presentation above, so take it with a grain of salt):

Now, a draw call will be more expensive than "basic logic". They're not cheap, even without state changes between them. If efficiency is important to your code, then grouping your squares is a good idea.


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