Original Post
I'm currently working on a new engine as a side project. It's very much a proof of concept, however the concept is almost proven 
You can see some videos of it in action here:
http://www.youtube.c...d voxelrenderer
However when I have 64x64 quads, the GPU has trouble handling this. I use a very light (post,on framebuffer and one on each item) shaders, which I tried disabling to no avail, so I think it's just the quantity.
I think that 64x64 quads a modern GPU should be able to manage though, are there any tricks maybe to lighten the rendering? Other than just lowering the resolution?
EDIT: (Also I do not know if VBO's would help in this case, I presume not, but even if it would I can't use them because I need to calculate the angle about each frame)
I use GL_ALPHA on each item.
Would it help to disable the depthbuffer and to render everything synchronously (although this will be a pain to make)?
You can see some videos of it in action here:
http://www.youtube.c...d voxelrenderer
However when I have 64x64 quads, the GPU has trouble handling this. I use a very light (post,on framebuffer and one on each item) shaders, which I tried disabling to no avail, so I think it's just the quantity.
I think that 64x64 quads a modern GPU should be able to manage though, are there any tricks maybe to lighten the rendering? Other than just lowering the resolution?
EDIT: (Also I do not know if VBO's would help in this case, I presume not, but even if it would I can't use them because I need to calculate the angle about each frame)
I use GL_ALPHA on each item.
Would it help to disable the depthbuffer and to render everything synchronously (although this will be a pain to make)?