Don’t think it’ll help Minecraft.  Looking at an apitrace of running around in 
the demo world for a little bit, it only created 66 display lists all of which 
were quite small (less than 100 api entries).

-Tim

> On Aug 18, 2016, at 3:10 AM, Gustaw Smolarczyk <wielkie...@gmail.com> wrote:
> 
> Hi,
> 
> Will this help Minecraft? I believe it currently uses VBOs (if they
> are enabled) and display lists. I might test it when I'm home next
> week.
> 
> Regards,
> Gustaw Smolarczyk
> 
> 2016-08-18 7:26 GMT+02:00 Mathias Fröhlich <mathias.froehl...@gmx.net>:
>> Hi,
>> 
>> On Wednesday, 17 August 2016 11:00:48 CEST Tim Rowley wrote:
>>> Increases the performance of legacy geometry-heavy apps
>>> still using display lists.
>> That is my observation too.
>> +1 from my side.
>> 
>> If you need that from me this gets:
>> Reviewed-by: Mathias Fröhlich <mathias.froehl...@web.de>
>> 
>> Mathias
>> 
>>> ---
>>> src/mesa/vbo/vbo_save.h | 2 +-
>>> 1 file changed, 1 insertion(+), 1 deletion(-)
>>> 
>>> diff --git a/src/mesa/vbo/vbo_save.h b/src/mesa/vbo/vbo_save.h
>>> index 2843b3c..d1d7fb0 100644
>>> --- a/src/mesa/vbo/vbo_save.h
>>> +++ b/src/mesa/vbo/vbo_save.h
>>> @@ -96,7 +96,7 @@ struct vbo_save_vertex_list {
>>>  * likelyhood as it occurs.  No reason we couldn't change usage
>>>  * internally even though this probably isn't allowed for client VBOs?
>>>  */
>>> -#define VBO_SAVE_BUFFER_SIZE (8*1024) /* dwords */
>>> +#define VBO_SAVE_BUFFER_SIZE (256*1024) /* dwords */
>>> #define VBO_SAVE_PRIM_SIZE   128
>>> #define VBO_SAVE_PRIM_MODE_MASK         0x3f
>>> #define VBO_SAVE_PRIM_WEAK              0x40
>>> 
>> 
>> 
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