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

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Kai Schütz
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Hi, I'm not a signature virus. Why don't you just copy me into your 
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