On 16.03.2010 18:52, Keith Whitwell wrote:
> 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...

I'm not sure though listing that extension first really solves all
problems. There's a quite famous bug when you bring up the information
with the extension string it'll actually segfault. I think though that
got fixed in later versions (though I don't know how, if by just copying
only the first n bytes of the extension string it obviously wouldn't
solve the problem that it doesn't recognize the CVA extension...). And
against this you can't really do anything other than app detection and
cut the string appropriately...


Download Intel® Parallel Studio Eval
Try the new software tools for yourself. Speed compiling, find bugs
proactively, and fine-tune applications for parallel performance.
See why Intel Parallel Studio got high marks during beta.
Mesa3d-dev mailing list

Reply via email to