forked from KolibriOS/kolibrios
0d733fd5e8
git-svn-id: svn://kolibrios.org@4358 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">
|
|
<html lang="en">
|
|
<head>
|
|
<meta http-equiv="content-type" content="text/html; charset=utf-8">
|
|
<title>Performance Tips</title>
|
|
<link rel="stylesheet" type="text/css" href="mesa.css">
|
|
</head>
|
|
<body>
|
|
|
|
<div class="header">
|
|
<h1>The Mesa 3D Graphics Library</h1>
|
|
</div>
|
|
|
|
<iframe src="contents.html"></iframe>
|
|
<div class="content">
|
|
|
|
<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>
|
|
|
|
</div>
|
|
</body>
|
|
</html>
|