ShowAll, 100%, draw, compositing, and a quadcore computer.

After a little debate in FGL chat about framerate (30 looking choppy and 60 being smooth), I went and looked back on an earlier version of my engine. At that point I had lighting implemented, and was able to have around 500 triangles with a rock solid 60fps. The old engine wasn’t too optimized, and wasn’t built for garbage collection, so I went in a new direction.

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