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      3 <TITLE>Performance Tips</TITLE>
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      9 <H1>Performance Tips</H1>
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     11 <p>
     12 Performance tips for software rendering:
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     16 <li> Turn off smooth shading when you don't need it (glShadeModel)
     17 <li> Turn off depth buffering when you don't need it.
     18 <li> Turn off dithering when not needed.
     19 <li> Use double buffering as it's often faster than single buffering
     20 <li> Compile in the X Shared Memory extension option if it's supported
     21       on your system by adding -DSHM to CFLAGS and -lXext to XLIBS for
     22       your system in the Make-config file.
     23 <li> Recompile Mesa with more optimization if possible.
     24 <li> Try to maximize the amount of drawing done between glBegin/glEnd pairs.
     25 <li> Use the MESA_BACK_BUFFER variable to find best performance in double
     26       buffered mode.  (X users only)
     27 <li> Optimized polygon rasterizers are employed when:
     28          rendering into back buffer which is an XImage
     29          RGB mode, not grayscale, not monochrome
     30          depth buffering is GL_LESS, or disabled
     31          flat or smooth shading
     32          dithered or non-dithered
     33          no other rasterization operations enabled (blending, stencil, etc)
     34 <li> Optimized line drawing is employed when:
     35          rendering into back buffer which is an XImage
     36          RGB mode, not grayscale, not monochrome
     37          depth buffering is GL_LESS or disabled
     38          flat shading
     39          dithered or non-dithered
     40          no other rasterization operations enabled (blending, stencil, etc)
     41 <li> Textured polygons are fastest when:
     42          using a 3-component (RGB), 2-D texture
     43          minification and magnification filters are GL_NEAREST
     44          texture coordinate wrap modes for S and T are GL_REPEAT
     45          GL_DECAL environment mode
     46          glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST )
     47          depth buffering is GL_LESS or disabled
     48 <li> Lighting is fastest when:
     49          Two-sided lighting is disabled
     50          GL_LIGHT_MODEL_LOCAL_VIEWER is false
     51          GL_COLOR_MATERIAL is disabled
     52          No spot lights are used (all GL_SPOT_CUTOFFs are 180.0)
     53          No local lights are used (all position W's are 0.0)
     54          All material and light coefficients are >= zero
     55 <li> XFree86 users:  if you want to use 24-bit color try starting your
     56       X server in 32-bit per pixel mode for better performance.  That is,
     57       start your X server with
     58          startx -- -bpp 32
     59       instead of
     60          startx -- -bpp 24
     61 <li> Try disabling dithering with the MESA_NO_DITHER environment variable.
     62       If this env var is defined Mesa will disable dithering and the
     63       command glEnable(GL_DITHER) will be ignored.
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