From: Keith W. <ke...@vm...> - 2010-03-16 17:52:21
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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... Keith |