> 3. Code optimization is the hardest, Talking completely out of my butt here . . .but I remember Matthias Froelich's plib changes that bought us a lot of performance in this regard; that certainly suggests that there may still be ground to be gained that way. But I also remember some discussion in -devel that a better route may be to switch to OpenSceneGraph from plib's SSG. I don't doubt that that's a very non-trivial route to go. I guess I'm just wondering what the people who actually know something about OpenGL coding see as our possible courses in this regard for the future . . .
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