Does anyone have figures for the MOST time consuming parts of software
3D in the Mesa libs? Those would be the logical bits to push into
hardware first. But I'm not sure I've ever seen a profile output from X
to say which parts are actually most & would benefit more from
acceleration than others...
Even without any such data you can easily find out the most important
stuff: Since It's a 3D graphics _pipeline_ you should always start by
accelerating the back end: implement hardware z- and stencil buffer
first. Then work your way from the backof the graphics pipeline.
Philipp
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