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     10 <h1>Performance Tips</h1>
     11 
     12 <p>
     13 Performance tips for software rendering:
     14 </p>
     15 <ol>
     16 
     17 <li> Turn off smooth shading when you don't need it (glShadeModel)
     18 <li> Turn off depth buffering when you don't need it.
     19 <li> Turn off dithering when not needed.
     20 <li> Use double buffering as it's often faster than single buffering
     21 <li> Compile in the X Shared Memory extension option if it's supported
     22       on your system by adding -DSHM to CFLAGS and -lXext to XLIBS for
     23       your system in the Make-config file.
     24 <li> Recompile Mesa with more optimization if possible.
     25 <li> Try to maximize the amount of drawing done between glBegin/glEnd pairs.
     26 <li> Use the MESA_BACK_BUFFER variable to find best performance in double
     27       buffered mode.  (X users only)
     28 <li> Optimized polygon rasterizers are employed when:
     29          rendering into back buffer which is an XImage
     30          RGB mode, not grayscale, not monochrome
     31          depth buffering is GL_LESS, or disabled
     32          flat or smooth shading
     33          dithered or non-dithered
     34          no other rasterization operations enabled (blending, stencil, etc)
     35 <li> Optimized line drawing is 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 shading
     40          dithered or non-dithered
     41          no other rasterization operations enabled (blending, stencil, etc)
     42 <li> Textured polygons are fastest when:
     43          using a 3-component (RGB), 2-D texture
     44          minification and magnification filters are GL_NEAREST
     45          texture coordinate wrap modes for S and T are GL_REPEAT
     46          GL_DECAL environment mode
     47          glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST )
     48          depth buffering is GL_LESS or disabled
     49 <li> Lighting is fastest when:
     50          Two-sided lighting is disabled
     51          GL_LIGHT_MODEL_LOCAL_VIEWER is false
     52          GL_COLOR_MATERIAL is disabled
     53          No spot lights are used (all GL_SPOT_CUTOFFs are 180.0)
     54          No local lights are used (all position W's are 0.0)
     55          All material and light coefficients are &gt;= zero
     56 <li> XFree86 users:  if you want to use 24-bit color try starting your
     57       X server in 32-bit per pixel mode for better performance.  That is,
     58       start your X server with
     59          startx -- -bpp 32
     60       instead of
     61          startx -- -bpp 24
     62 <li> Try disabling dithering with the MESA_NO_DITHER environment variable.
     63       If this env var is defined Mesa will disable dithering and the
     64       command glEnable(GL_DITHER) will be ignored.
     65 </ol>
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