01-03-2012, 08:07 AM
I think the optimized reading is simply moving all the vertex data directly from memory into a buffer and passing that to the RE, bypassing actually reading the information into VertexInfo to speed up the process. Problem is, by never reading the actual position, we can't really implement a check on the z-value. This might be a quirk in the PSP's rendering that OpenGL doesn't have.