Ok, I forgot to send a copy to the list. Here it is... (Hm, just replying is not enough, at least with my netscape...) Kai Schütz wrote: > > Keith Whitwell wrote: > > be the case. The real problem that you are addressing is the large > > performance differential between smooth and flat shaded primitives in > > the X driver. It shouldn't be too great an effort to attack the problem > > at its heart & it would certainly be a bigger win. > > I looked at the rendering code a lot (tri*.[ch]) and finally decided that > further optimizing it is not too easy at all. Calculating interpolated colors > e.t.c. is really expensive and should be avoided where possible. Perhaps only > calculate interpolated values if they _really_ make sense (I now > gl_set_triangle_function already tries to figure this out, but perhaps this can > be done even better ?) > > Do you have any better ideas ? -- |/ |\ai --------------------------------------------------------------------- Kai Schütz mailto:[EMAIL PROTECTED] Hi, I'm not a signature virus. Why don't you just copy me into your signature? --------------------------------------------------------------------- _______________________________________________ Mesa-dev maillist - [EMAIL PROTECTED] http://lists.mesa3d.org/mailman/listinfo/mesa-dev