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							- <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>
 
 
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