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Andreas Bollecd5c7c2012-06-12 09:05:03 +02001<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
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Brian Paul0b27ace2003-03-08 17:38:57 +00009
Andreas Bollb5da52a2012-09-18 18:57:02 +020010<div class="header">
11 <h1>The Mesa 3D Graphics Library</h1>
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16
Andreas Bollecd5c7c2012-06-12 09:05:03 +020017<h1>Performance Tips</h1>
Brian Paul0b27ace2003-03-08 17:38:57 +000018
19<p>
20Performance tips for software rendering:
Andreas Bollecd5c7c2012-06-12 09:05:03 +020021</p>
Brian Paul0b27ace2003-03-08 17:38:57 +000022<ol>
23
24<li> Turn off smooth shading when you don't need it (glShadeModel)
25<li> Turn off depth buffering when you don't need it.
26<li> Turn off dithering when not needed.
27<li> Use double buffering as it's often faster than single buffering
28<li> Compile in the X Shared Memory extension option if it's supported
29 on your system by adding -DSHM to CFLAGS and -lXext to XLIBS for
30 your system in the Make-config file.
31<li> Recompile Mesa with more optimization if possible.
32<li> Try to maximize the amount of drawing done between glBegin/glEnd pairs.
33<li> Use the MESA_BACK_BUFFER variable to find best performance in double
34 buffered mode. (X users only)
35<li> Optimized polygon rasterizers are employed when:
36 rendering into back buffer which is an XImage
37 RGB mode, not grayscale, not monochrome
38 depth buffering is GL_LESS, or disabled
39 flat or smooth shading
40 dithered or non-dithered
41 no other rasterization operations enabled (blending, stencil, etc)
42<li> Optimized line drawing is employed when:
43 rendering into back buffer which is an XImage
44 RGB mode, not grayscale, not monochrome
45 depth buffering is GL_LESS or disabled
46 flat shading
47 dithered or non-dithered
48 no other rasterization operations enabled (blending, stencil, etc)
49<li> Textured polygons are fastest when:
50 using a 3-component (RGB), 2-D texture
51 minification and magnification filters are GL_NEAREST
52 texture coordinate wrap modes for S and T are GL_REPEAT
53 GL_DECAL environment mode
54 glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST )
55 depth buffering is GL_LESS or disabled
56<li> Lighting is fastest when:
57 Two-sided lighting is disabled
58 GL_LIGHT_MODEL_LOCAL_VIEWER is false
59 GL_COLOR_MATERIAL is disabled
60 No spot lights are used (all GL_SPOT_CUTOFFs are 180.0)
61 No local lights are used (all position W's are 0.0)
Andreas Bollddb05572012-06-25 21:52:10 +020062 All material and light coefficients are &gt;= zero
Brian Paul0b27ace2003-03-08 17:38:57 +000063<li> XFree86 users: if you want to use 24-bit color try starting your
64 X server in 32-bit per pixel mode for better performance. That is,
65 start your X server with
66 startx -- -bpp 32
67 instead of
68 startx -- -bpp 24
69<li> Try disabling dithering with the MESA_NO_DITHER environment variable.
70 If this env var is defined Mesa will disable dithering and the
71 command glEnable(GL_DITHER) will be ignored.
72</ol>
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