After the rendering optimization I desribed in my last post, tests with Intel Atom chipset graphics (N10 chipset) uncovered a problem. The system was running in software rendering mode, which slows things down by a factor of about a thousand. It turns out that more than two texture accesses in a shader are too much for the hardware. Additionally, lots of Intel chips render all vertex shaders in software, and that also causes a tenfold slowdown if the libavg 3-line vertex shader is in use.
So now, there’s a second rendering path with minimal shaders that does vertex processing the old-fashioned way (
glMatrixMode etc.) and uses a different shader for those nodes that don’t need any special processing. Still, I recommend staying away from Intel Atom graphics. There is way better hardware out there at the same price point.