HP j6700 OpenGL Implementation Guide for HP-UX 11.x - Page 58
texture downloading performance, selection performance, GL_TEXTURE_GEN
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programming hints OpenGL performance hints glNormal3fv(&v2); glVertex3fv(&p5); glNormal3fv(&v2); glVertex3fv(&p6); ... glEnd(); The reason this is faster is the display list can optimize this type of primitive into a single, very efficient structure. The small cost of adding extra data is offset by this optimization. Performance is increased by maximizing the number of vertices per Begin/End pair. If your vertex data in memory is organized in a linear, rather than a random manner, performance is enhanced by taking advantage of vertex pre-fetch. It is most efficient to use 32-bit float data, which avoids the need to convert data. texture downloading performance This section includes some helpful hints for improving the performance of your program when downloading textures. • If you are downloading MIP maps, always begin with the base level (level 0) first. • If it is possible, you should use texture objects to store and bind textures. • If you are doing dynamic downloading of texture maps, you will get better performance by replacing the current texture with a texture of the same width, height, border size, and format. This should be done instead of deleting the old texture and creating a new one. selection performance To increase the performance of selection (glRenderMode GL_SELECTION) it is recommended that the following capabilities be disabled before entering the selection mode. GL_TEXTURE_* GL_TEXTURE_GEN_* GL_FOG GL_LIGHTING 56 Chapter 5