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author | marha <marha@users.sourceforge.net> | 2009-10-08 13:15:52 +0000 |
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committer | marha <marha@users.sourceforge.net> | 2009-10-08 13:15:52 +0000 |
commit | a0c4815433ccd57322f4f7703ca35e9ccfa59250 (patch) | |
tree | f5213802ec12adb86ec3136001c1c29fe5343700 /mesalib/docs/perf.html | |
parent | c73dc01b6de45612b24dc2dd34fba24d81ebf46c (diff) | |
download | vcxsrv-a0c4815433ccd57322f4f7703ca35e9ccfa59250.tar.gz vcxsrv-a0c4815433ccd57322f4f7703ca35e9ccfa59250.tar.bz2 vcxsrv-a0c4815433ccd57322f4f7703ca35e9ccfa59250.zip |
Added MesaLib-7.6
Diffstat (limited to 'mesalib/docs/perf.html')
-rw-r--r-- | mesalib/docs/perf.html | 68 |
1 files changed, 68 insertions, 0 deletions
diff --git a/mesalib/docs/perf.html b/mesalib/docs/perf.html new file mode 100644 index 000000000..ee9c4b117 --- /dev/null +++ b/mesalib/docs/perf.html @@ -0,0 +1,68 @@ +<HTML> + +<TITLE>Performance Tips</TITLE> + +<link rel="stylesheet" type="text/css" href="mesa.css"></head> + +<BODY> + +<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> |