On Fri, Feb 1, 2013 at 1:34 PM, Eric Anholt wrote:
> minecraft apparently has its piles of display lists each contain 6
> instances of glBegin(GL_QUADS)/verts/glEnd(), which appear in the
> compiled list as 6 prims of 4 verts each in one draw call. We can
> reduce driver overhead even more by mak
minecraft apparently has its piles of display lists each contain 6
instances of glBegin(GL_QUADS)/verts/glEnd(), which appear in the
compiled list as 6 prims of 4 verts each in one draw call. We can
reduce driver overhead even more by making that one prim of 24 verts.
Improves minecraft performan