That truly is fascinating and sucks! I'll have to investigate, once I have time again. Hopefully this weekend.

There are good and ambiguous news on the material front, though, because I'm planning to rewrite the system based on a little experiment I did a while ago. Ambiguous, because it's unclear how successful the transition will be, but good because it would mean a number of awesome things. One would be that a single layer could have any number of different materials or paint properties, because shading info would be with the paint and not with the layer. The other would be greater clarity for my management of it all.
However, it's not clear whether this is going to make it slower or even faster, hahaha, as weird as it sounds. Thing is, I can do a form of deferred rendering that might skip a few complicated shader fills. However, the "material" portion of the paint would change from RED only to RGBA at 32 bit, which is quite a bit more memory. BUT I also am planning on changing the layer display and management so that only the currently active layer requires full rendering and the layers around it would precompute as you switch to your active layer. This could introduce a number of complications, but hopefully I will figure this out nicely/smoothly. Sometimes this stuff sounds ridiculous and then it actually is ridiculously easy, too, but at other times... WAAHHHH!

.... so...we shall see.
ONe thing is for sure: Good things are coming!
