| Performance Tips |
| ================ |
| |
| Performance tips for software rendering: |
| |
| #. Turn off smooth shading when you don't need it (glShadeModel) |
| #. Turn off depth buffering when you don't need it. |
| #. Turn off dithering when not needed. |
| #. Use double buffering as it's often faster than single buffering |
| #. 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. |
| #. Recompile Mesa with more optimization if possible. |
| #. Try to maximize the amount of drawing done between glBegin/glEnd |
| pairs. |
| #. Use the MESA_BACK_BUFFER variable to find best performance in double |
| buffered mode. (X users only) |
| #. 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) |
| #. 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) |
| #. 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 |
| #. 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 |
| #. 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 |
| #. 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. |