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Brian Paul authored
It's very rare that a GL app calls glVertex3dv(), but one in particular calls it lot, always with Z = 0. Check for that condition and convert the call into glVertex2f. This reduces VBO memory used and reduces the number of times we have to switch between float[2] and float[3] vertex formats in the svga driver. This results in a small but measurable performance improvement. Reviewed-by: Charmaine Lee <charmainel@vmware.com>
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