From 0b27aceae2464db3dd149cf4fd667e353a655c5e Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Sat, 8 Mar 2003 17:38:57 +0000 Subject: Documentation/website overhaul. The website content and doc/ directory are now merged and are one and the same. --- docs/perf.html | 66 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 66 insertions(+) create mode 100644 docs/perf.html (limited to 'docs/perf.html') diff --git a/docs/perf.html b/docs/perf.html new file mode 100644 index 00000000000..89f6eae75c9 --- /dev/null +++ b/docs/perf.html @@ -0,0 +1,66 @@ + + +Performance Tips + + + +

Performance Tips

+ +

+Performance tips for software rendering: +

+
    + +
  1. Turn off smooth shading when you don't need it (glShadeModel) +
  2. Turn off depth buffering when you don't need it. +
  3. Turn off dithering when not needed. +
  4. Use double buffering as it's often faster than single buffering +
  5. 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. +
  6. Recompile Mesa with more optimization if possible. +
  7. Try to maximize the amount of drawing done between glBegin/glEnd pairs. +
  8. Use the MESA_BACK_BUFFER variable to find best performance in double + buffered mode. (X users only) +
  9. 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) +
  10. 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) +
  11. 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 +
  12. 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 +
  13. 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 +
  14. 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. +
+ + + + -- cgit v1.2.3