> 
> The DRI User Guide (on the website) has some information about what's
> done in hardware vs. software for most drivers, but it's not deeply
> detailed.
> 
> If you need high-performance GL_LINE or GL_POINT-mode polygons, you're
> often better-off writing your own rendering loop using glBegin(GL_POINTS
> or GL_LINES) instead of glPolygonMode.

That's true, but the Mesa 4.0 template code supports translating these into 
hardware lines & points automatically.  This may be an old test left over from 
the 3.4 driver.

I don't have time to look at this, however.

Keith




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