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author | Brian Paul <brian.paul@tungstengraphics.com> | 2003-03-08 17:38:57 +0000 |
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committer | Brian Paul <brian.paul@tungstengraphics.com> | 2003-03-08 17:38:57 +0000 |
commit | 0b27aceae2464db3dd149cf4fd667e353a655c5e (patch) | |
tree | a8df88dd0893e04a6fe4f125ddd361a1bde9d7ae /docs/perf.html | |
parent | dc32636cfd38916ad7b2150e10765026dbb64ce5 (diff) | |
download | mesa-0b27aceae2464db3dd149cf4fd667e353a655c5e.tar.gz mesa-0b27aceae2464db3dd149cf4fd667e353a655c5e.tar.bz2 mesa-0b27aceae2464db3dd149cf4fd667e353a655c5e.zip |
Documentation/website overhaul. The website content and doc/ directory
are now merged and are one and the same.
Diffstat (limited to 'docs/perf.html')
-rw-r--r-- | docs/perf.html | 66 |
1 files changed, 66 insertions, 0 deletions
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 @@ +<HTML> + +<TITLE>Performance Tips</TITLE> + +<BODY text="#000000" bgcolor="#55bbff" link="#111188"> + +<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> + + +</BODY> +</HTML> |