If the functions defined with DRAW_ELT in varray.c(line 841) are
called with count == 0, then a gl_Begin is done but no  gl_End.

This of course messes the state, and can be surprisingly annoying to
track down....


Other than this my current tests with CVA have given very good results.
The only "problem" that I have left is that when I use OpenGL lighting
the lighting really dominates the CPU consumption when CVA pushes the
transform time down. Without CVA cliptest and lighting consume similar
portions of the CPU time.

Does the current CVA implementation utilize vertex sharing by
calculating
lighting for each vertex once, or does it compute it every time a vertex
is
used?



                Eero


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