wow,  basically a drop-in replacement now (works with qt + my rendering)

only issue is that on my r600 laptop (hd4520 iirc), it's incredibly slow.

this hasn't actually changed though. just that before my game loop would
cap the logic if the rendering fell below 15 fps, so it kept it there.

now it's falling (by itself, uncontrolled) at 120ms, which is like, what?
almost 8fps?

The biggest culprit is the sky shaders. I could do a lot of optimizations
there, from doing early z cutouts to allowing one to disable the dynamic
night sky shader (and just sample from a static star image, which would
probably drastically speed things up), to stopping it altogether.

or something.

It's no surprise really though, this mobiles gpu is totally shader capped,
as is my game, early-z should help fix a lot of overdraw.

perf would probably be loads better if i were not using mesa (9.1), but
this is my secondary test system so I want it to run well on here for
other people.

the GUI right now is just completely stripped out and non-existent...

i'll slowly start peeling layers away, adding some, and sprinkling some
warm Qt goodness all over it.
add --no-sky-renderer startup flag, for making testing on crappy

systems easier..at least until we get a good settings save/load to disk,
as well as good optimizations for sky renderer and settings to adjust
performance therein.
make a direct connection here (and probably from now on, in most cases)

play with the qml a bit. i need to brush up on it a lot.