I'm trying to make a vector drawing application using OpenGL which will allow the user to see the result in real time. The way I have it set up is with an edge flag callback so the glu tesselator only outputs triangles which I then pass to a VBO. I'v tried t make all my algorithms as fast as possible and this is not where my issue is. According to a few code profilers, my big slowdown occurs in a call to GLUTessEndPolygon() which is the function that makes the polygon. I have found that when the shape exceeds 100 input verticies, it gets really really slow and basically destroys all the hard work I did to optimize everything else. What can I do? I provide the normal of (0,0,1). I also tried all the tips from the GL redbook. Is there a way to make the tesselator tesselate quicker but with less precision?
Thanks