ok next try...please test rev 608
Wicked! It's back to the levels of FPS before 605 / 607. doubled checked and on the couple test tables I had been using, it definitely was still there with 607 and isn't on 608 (verified on two systems - development and mini-cabinet).
Thanks alot Fuzzel for sorting this out. There is two WIPs I've got on the go that both need the latest features (additive alpha) and really shine. pardon the pun, with them. Also, the improvements to the primitive coding, over the last few dozen revisions of VP, for performance - and why this bug was pretty important to resolve in my opinion - has opened the door for more people to use them for different things without grinding a table's FPS down like in the initial implementations. This ability to do more with prmitivies while keeping FPS respectable and a table playing smoothly is / was huge and all that goodness before this great 3D potential - I think we all still have to wrap ou heads around that and I can't wait to see it utilized.
The general limited performance hit from primitives since and before 915, has allowed me to do something pretty cool, and on an already pretty busy alpha (flasher) / GI table, that couldn't have really been done earlier and allowed me to think in a different way of realizing something I've been mulling over how to accomplish periodically for probably almost 2 years. Being secretive on purpose and hope to release it after getting my work on Hurricane finished up. When I think of how much eye candy can be added now, it's awesome with the additive flashers looking amazing and primitives being able to to be used more.
Cheers and I wish you could have "one" on me 