I recently tried to exchange the Imagination OpenGL ES implementation on Windows against the native implementation inside the Catalyst drivers, for which i expected performance enhancements.
Therefore i wrote a statically linkable wrapper, which loads the functions and binds them to function pointers, which are called from an own OpenGL ES implementation.
The results worked just fine, but when comparing fps counters I noticed that the Imagination SDK is still a bit faster.
Does anyone know a reason why it is like that ? I'm using Windows XP with a Radeon HD 4350 and Catalyst 11.10 drivers.