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diff --git a/docs/perf.html b/docs/perf.html deleted file mode 100644 index e4040dc4f02..00000000000 --- a/docs/perf.html +++ /dev/null @@ -1,76 +0,0 @@ -<!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"> - The Mesa 3D Graphics Library -</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> |