On Tue, 2010-03-16 at 08:32 -0700, Ian Romanick wrote:

> I'm also a bit surprised that not detecting GL_EXT_compiled_vertex_array
> has any impact on our Quake3 performance.  After all, our CVA
> implementation doesn't do anything!  Looking at the list, it seems more
> likely that GL_EXT_texture_env_add is the problem.  Not having that will
> cause Quake3 to use additional rendering passes in quite a few cases.

I think if CVA isn't present, it falls back to glVertex() and friends...


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