Documentation/website overhaul.  The website content and doc/ directory
are now merged and are one and the same.
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+<HTML>
+
+<TITLE>Performance Tips</TITLE>
+
+<BODY text="#000000" bgcolor="#55bbff" link="#111188">
+
+<H1>Performance Tips</H1>
+
+<p>
+Performance tips for software rendering:
+</P>
+<ol>
+
+<li> Turn off smooth shading when you don't need it (glShadeModel)
+<li> Turn off depth buffering when you don't need it.
+<li> Turn off dithering when not needed.
+<li> Use double buffering as it's often faster than single buffering
+<li> Compile in the X Shared Memory extension option if it's supported
+      on your system by adding -DSHM to CFLAGS and -lXext to XLIBS for
+      your system in the Make-config file.
+<li> Recompile Mesa with more optimization if possible.
+<li> Try to maximize the amount of drawing done between glBegin/glEnd pairs.
+<li> Use the MESA_BACK_BUFFER variable to find best performance in double
+      buffered mode.  (X users only)
+<li> Optimized polygon rasterizers are employed when:
+         rendering into back buffer which is an XImage
+         RGB mode, not grayscale, not monochrome
+         depth buffering is GL_LESS, or disabled
+         flat or smooth shading
+         dithered or non-dithered
+         no other rasterization operations enabled (blending, stencil, etc)
+<li> Optimized line drawing is employed when:
+         rendering into back buffer which is an XImage
+         RGB mode, not grayscale, not monochrome
+         depth buffering is GL_LESS or disabled
+         flat shading
+         dithered or non-dithered
+         no other rasterization operations enabled (blending, stencil, etc)
+<li> Textured polygons are fastest when:
+         using a 3-component (RGB), 2-D texture
+         minification and magnification filters are GL_NEAREST
+         texture coordinate wrap modes for S and T are GL_REPEAT
+         GL_DECAL environment mode
+         glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST )
+         depth buffering is GL_LESS or disabled
+<li> Lighting is fastest when:
+         Two-sided lighting is disabled
+         GL_LIGHT_MODEL_LOCAL_VIEWER is false
+         GL_COLOR_MATERIAL is disabled
+         No spot lights are used (all GL_SPOT_CUTOFFs are 180.0)
+         No local lights are used (all position W's are 0.0)
+         All material and light coefficients are >= zero
+<li> XFree86 users:  if you want to use 24-bit color try starting your
+      X server in 32-bit per pixel mode for better performance.  That is,
+      start your X server with
+         startx -- -bpp 32
+      instead of
+         startx -- -bpp 24
+<li> Try disabling dithering with the MESA_NO_DITHER environment variable.
+      If this env var is defined Mesa will disable dithering and the
+      command glEnable(GL_DITHER) will be ignored.
+</ol>
+
+
+</BODY>
+</HTML>