forked from KolibriOS/kolibrios
e155f7ce5a
git-svn-id: svn://kolibrios.org@5563 a494cfbc-eb01-0410-851d-a64ba20cac60
77 lines
3.0 KiB
HTML
77 lines
3.0 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
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<html lang="en">
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<head>
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<meta http-equiv="content-type" content="text/html; charset=utf-8">
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<title>Performance Tips</title>
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<link rel="stylesheet" type="text/css" href="mesa.css">
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</head>
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<body>
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<div class="header">
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<h1>The Mesa 3D Graphics Library</h1>
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</div>
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<iframe src="contents.html"></iframe>
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<div class="content">
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<h1>Performance Tips</h1>
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<p>
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Performance tips for software rendering:
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</p>
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<ol>
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<li> Turn off smooth shading when you don't need it (glShadeModel)
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<li> Turn off depth buffering when you don't need it.
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<li> Turn off dithering when not needed.
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<li> Use double buffering as it's often faster than single buffering
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<li> Compile in the X Shared Memory extension option if it's supported
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on your system by adding -DSHM to CFLAGS and -lXext to XLIBS for
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your system in the Make-config file.
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<li> Recompile Mesa with more optimization if possible.
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<li> Try to maximize the amount of drawing done between glBegin/glEnd pairs.
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<li> Use the MESA_BACK_BUFFER variable to find best performance in double
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buffered mode. (X users only)
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<li> Optimized polygon rasterizers are employed when:
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rendering into back buffer which is an XImage
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RGB mode, not grayscale, not monochrome
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depth buffering is GL_LESS, or disabled
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flat or smooth shading
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dithered or non-dithered
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no other rasterization operations enabled (blending, stencil, etc)
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<li> Optimized line drawing is employed when:
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rendering into back buffer which is an XImage
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RGB mode, not grayscale, not monochrome
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depth buffering is GL_LESS or disabled
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flat shading
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dithered or non-dithered
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no other rasterization operations enabled (blending, stencil, etc)
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<li> Textured polygons are fastest when:
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using a 3-component (RGB), 2-D texture
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minification and magnification filters are GL_NEAREST
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texture coordinate wrap modes for S and T are GL_REPEAT
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GL_DECAL environment mode
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glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST )
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depth buffering is GL_LESS or disabled
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<li> Lighting is fastest when:
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Two-sided lighting is disabled
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GL_LIGHT_MODEL_LOCAL_VIEWER is false
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GL_COLOR_MATERIAL is disabled
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No spot lights are used (all GL_SPOT_CUTOFFs are 180.0)
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No local lights are used (all position W's are 0.0)
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All material and light coefficients are >= zero
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<li> XFree86 users: if you want to use 24-bit color try starting your
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X server in 32-bit per pixel mode for better performance. That is,
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start your X server with
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startx -- -bpp 32
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instead of
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startx -- -bpp 24
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<li> Try disabling dithering with the MESA_NO_DITHER environment variable.
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If this env var is defined Mesa will disable dithering and the
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command glEnable(GL_DITHER) will be ignored.
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</ol>
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</div>
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</body>
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</html>
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