Hi, and thank's for your interest in Performance OpenGL, which was presented as a tutorial course at SIGGRAPH 2001. Most of this web page is still under development, but here's some various bits that may be useful:
This test goes through each of the different methods that
can be used to pass geometry into OpenGL (immediate mode,
diplay lists, separate and interleaved vertex arrays accessed
throught the funcitions
This test is written using GLUT in C++, and should be quite portable.
I didn't test
glDrawRangeElements() as it only
does some additional error checking on array indices. I
personally think that passing bad indices into a function
call is an error, but that's only my opinion.
This test, written for the X Window System (GLUT doesn't permit specific selection of visual depths), queries all reasonable pixel formats, and determines how fast pixels in all supported OpenGL formats can be rendered to the framebuffer.
I haven't had an opportunity to convert this into a Microsoft Window's version of the code. If someone's interested, I'd appreciate the port of the code.
This test merely renders a number of cubes (controlled by a command line switch) in a number of different methods (e.g. six quads, quad strip, etc.). The purpose of the test is to determine the affects of the OpenGL validation process on your choice of rendering methods and order.