There are some news from the implementation process of LDPE's upcoming OpenGL 3.3 driven render engine.
I just want to say that I was able to do the optional line (aka "condline") visibility calculation with a GLSL shader.
What does this mean?
The amount of displayed optional lines will not affect the performance that much.
The old implementation uses one CPU core to calculate the visibility.
The new implementation uses the shader processors from the GPU.
(my graphics card has 2560 shader processors, and a graphics card from 2006 has ~25-30 shader processors. Still more cores than your CPU... well, OpenGL 3.3 capable hardware exists since ~2009...).
I just want to say that I was able to do the optional line (aka "condline") visibility calculation with a GLSL shader.
What does this mean?
The amount of displayed optional lines will not affect the performance that much.
The old implementation uses one CPU core to calculate the visibility.
The new implementation uses the shader processors from the GPU.
(my graphics card has 2560 shader processors, and a graphics card from 2006 has ~25-30 shader processors. Still more cores than your CPU... well, OpenGL 3.3 capable hardware exists since ~2009...).