1 | Performance Tips
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2 | ================
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3 |
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4 | Performance tips for software rendering:
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5 |
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6 | #. Turn off smooth shading when you don't need it (glShadeModel)
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7 | #. Turn off depth buffering when you don't need it.
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8 | #. Turn off dithering when not needed.
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9 | #. Use double buffering as it's often faster than single buffering
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10 | #. Compile in the X Shared Memory extension option if it's supported on
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11 | your system by adding -DSHM to CFLAGS and -lXext to XLIBS for your
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12 | system in the Make-config file.
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13 | #. Recompile Mesa with more optimization if possible.
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14 | #. Try to maximize the amount of drawing done between glBegin/glEnd
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15 | pairs.
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16 | #. Use the MESA_BACK_BUFFER variable to find best performance in double
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17 | buffered mode. (X users only)
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18 | #. Optimized polygon rasterizers are employed when: rendering into back
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19 | buffer which is an XImage RGB mode, not grayscale, not monochrome
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20 | depth buffering is GL_LESS, or disabled flat or smooth shading
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21 | dithered or non-dithered no other rasterization operations enabled
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22 | (blending, stencil, etc)
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23 | #. Optimized line drawing is employed when: rendering into back buffer
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24 | which is an XImage RGB mode, not grayscale, not monochrome depth
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25 | buffering is GL_LESS or disabled flat shading dithered or
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26 | non-dithered no other rasterization operations enabled (blending,
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27 | stencil, etc)
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28 | #. Textured polygons are fastest when: using a 3-component (RGB), 2-D
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29 | texture minification and magnification filters are GL_NEAREST texture
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30 | coordinate wrap modes for S and T are GL_REPEAT GL_DECAL environment
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31 | mode glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST ) depth
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32 | buffering is GL_LESS or disabled
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33 | #. Lighting is fastest when: Two-sided lighting is disabled
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34 | GL_LIGHT_MODEL_LOCAL_VIEWER is false GL_COLOR_MATERIAL is disabled No
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35 | spot lights are used (all GL_SPOT_CUTOFFs are 180.0) No local lights
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36 | are used (all position W's are 0.0) All material and light
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37 | coefficients are >= zero
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38 | #. XFree86 users: if you want to use 24-bit color try starting your X
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39 | server in 32-bit per pixel mode for better performance. That is,
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40 | start your X server with startx -- -bpp 32 instead of startx -- -bpp
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41 | 24
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42 | #. Try disabling dithering with the MESA_NO_DITHER environment variable.
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43 | If this environment variable is defined Mesa will disable dithering
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44 | and the command glEnable(GL_DITHER) will be ignored.
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