I'll keep that in mind if I run into issues on the Pandora.
Another quick question... I just implemented font rendering which draws a quad per letter. Using a ~1200 characters long "lorem ipsum" string, on 3 windows (so 3600 characters or 14.4k vertices) the FPS drops from over 300 to 150 or less. So I guess I'm hitting
some GPU/OpenGL wall here, but I figured I should be able to display waaaay more vertices than that before running into issues. With colors and texture coordinates that's more like 43,000 though.
Am I being naive? Or is it a result of using vertex arrays versus VBOs and having to set the pointers every frame, thus having to upload large amounts of data over CPU into the GPU? For reference my GPU is a Geforce 8800 GTS 320mb.
in brief - yes (to answer your arrays vs VBOs question, not the naive part - you don't seem naive at all : )
ps: i'm seriously considering using 'VBOs are your friend ' as a signature on these boards. VBOs are the better transport abstraction - thay have all the power of vertex arrays and none of their weaknesses. and are darn easy to implement too.