HP c8000 manual OpenGL performance hints, Display list performance, Geometric primitives

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programming hints

OpenGL performance hints

OpenGL performance hints

Hints provided in this section are intended to help improve your applications performance when using HP’s implementation of OpenGL.

display list performance

The topics covered here are areas where you can gain substantial improvements in program performance when using OpenGL display lists. Here is a list of the topics that are covered:

geometric primitives

GL_COMPILE_AND_EXECUTE mode

textures

state changes and their effects on display lists

regular primitive data.

geometric primitives

Geometric primitives will typically be faster in a display list than by using immediate mode. Each display list should have numerous primitives to ensure good performance. As a general rule, larger primitives will be faster than smaller ones. Performance gains here can be dramatic. For example, it is possible that a single GL_TRIANGLES primitive with 20 or so triangles will render three times faster than 20 GL_TRIANGLES primitives with a single triangle in each one.

GL_COMPILE_AND_EXECUTE mode

Due to the pre-processing of the display list, and execution performance enhancements, creating a display list using the GL_COMPILE_AND_EXECUTE mode will reduce program performance. If you need to improve your programs performance, do not create a display list using the GL_COMPILE_AND_EXECUTE mode. You will find that it is easier and faster to create the display list using the GL_COMPILE mode, and then execute the list after it is created.

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Contents OpenGL Implementation Guide Legal Notices Contents Installation and setup Programming hints Contents Overview of OpenGL Introduction OpenGL Reference ManualOpenGL product Hp’s implementation of OpenGLHp’s implementation of the OpenGL libraries Supported graphics devices Supported operating systemsSupported visuals Visual Table for HP Visualize fxeVisual Table for ATI Fire GL T2/X1/X3 Stereo Visual Support for HP Fire GL-UX Visual support for other graphics devicesBuffer sharing between multiple processes and threads Sigchld and the GRM daemonBit programming Sample 64-bit compile and link for 11.x only SLS supportInput and output routines Standard OpenGL productOpenGL Utilities Library GLU OpenGL extensions for the X Window system GLXOpenGL product Mixing of OpenGL and Xlib Gamma correction Occlusion extension OpenGL extensionsVisibility test extensions Occlusion culling code fragmentsEnumerated Types for Occlusion GLHPsupersample extension EXP and EXP2 fogging Default visualsRendering details Bow-tie quadrilateralsIndex mode dithering Decomposition of concave quadrilateralsVertices outside of a begin/end pair Environment variables New environment variables as of release Switches to the faster double buffering method Installation and setup Installation and setup Verification instructions Is your system software preloaded with instant ignition?Verify that OpenGL is on your workstation Installing OpenGL Install OpenGLOpenGL Development Environment Filesets for 11.0 Check log file Verify the product OpenGL file structure 64-bit libraries are in a subdirectory OpenGL file structure Chapter Running OpenGL programs Virtual GLX VGL mode Visual support for the VGL modeSpecial considerations Bool hpglXDisplayIsVGLDisplay *dpy, int screen Running hps implementation of the OpenGL stereo application Running hps implementation of the OpenGL stereo application Running OpenGL programs Compiling and linking programs Overview Subdirectory This Directory ContainsIncluding header files Linking shared libraries Compiling 32-bit and 64-bit applications for OpenGL OpenGL procedure calls Programming hints Programming hints OpenGL correctness hints 4D valuesTexture coordinates Display list performance Glcompileandexecute modeOpenGL performance hints Geometric primitivesDraw array set extensions Textures State changes and their effects on display listsRegular primitive data Texture downloading performance Selection performanceState change Optimization of lighting Occlusion cullingHigh frame rate applications Rescaling normals OpenGL performance hints
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