So, I've run some tests with a lot of different cases, and it seems that everything seemed to be fine with the structures.
I ran some detailed analysis, and I haven't checked any differences whatsoever while using the new Jars, the problem persisted, so I took it a little deeper.
And I found that:
- New tests (with and without the new Jars) indicate that without textures the issue is non-existent.
So I tried to use the TextureManager.preWarm(FrameBuffer) (which I was already using before) in different moments and events, but to no success.
So I was reading the Wiki, and it says: "This method isn't guaranteed to do anything, if the renderer doesn't offer any pre-warming." -> Could it be this? How can I check this?
So, in conclusion it seems that the issue only exists when using big-textured compiled objects, otherwise, it runs smoothly regardless of the numer of vertices/faces or count. The staggering only happens every time a new texture comes to play stuck on an object.
PS: I'm trying to arrange a different setup/machine to try to test out the different scenarios to check if the issues are Mesh, VBO, Display List, Texture or Graphics card related.