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
 _______________________________________________
Do not post admin requests to the list. They will be ignored.
Quartzcomposer-dev mailing list      ([email protected])
Help/Unsubscribe/Update your Subscription:
http://lists.apple.com/mailman/options/quartzcomposer-dev/archive%40mail-archive.com

This email sent to [email protected]

Reply via email to