mrspoon wrote: > > Alternatively, perhaps we can use the d3d WINEDEBUG channel to profile what D3D functions are being called most often, as a guide to what needs optimising. > Just googling around, it looks like you can use GLSL to perform many of the math functions. Again, I wish I understood this better, I need to find time to really sit down and look at all the options. Knowing parallel algorithms is of very little use if you don't understand the graphics pipeline.