----- Original Message ----- > Primitive culling in the geometry shader can be faster if emitting > lots of primitives is a bottleneck, for example rendering to multiple > viewports. The geometry shader execution is not slow per se. It's the > stuff around it that makes it slow. (the primitives might need to be > stored in video memory between shader stages on some hardware)
Yea, that's why I specifically said "pipeline" not "shader". z _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev