Is there a particular reason why using the example GLSL Vertex Shader (10.5 Developer Examples), fps severely drops when attempting to shade objects that are being rendered in a GL wireframe or GL Point mode (I've tested this with stock Apple code as well as two common 3rd party plugins)? Is the processing hit a bug or leak, or totally expected? Vertex shading seems especially pricey in QC.
Thanks! -George Toledo
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