Rendering Conditions
Performance Optimized For: | Factors Affecting Performance: | |||
• | Light sources: | • | A total of more than 8 directional and | |
| o Best: up to 8 directional light |
| positional light sources cause a noticeable | |
| sources, plus ambient |
| performance degradation | |
| o Good: a mixture of up to 8 | • | Picking |
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| directional and positional light | • | Any of the following ways of heavily | |
| sources, plus ambient |
| interleaving changes: | |
• Directional eyepoint (this is the default in |
| o Frequent attribute changes (e.g., | ||
| hp PEX unless compliance mode is |
| frequent changes of line color) | |
| enabled) |
| relative to the number of primitives | |
• |
| being drawn | ||
| on with supplied geometric normals |
| o Frequent changes of the type of | |
| (culling usually results in a performance |
| primitive (e.g., switching between | |
| improvement) |
| Fill Areas and Polylines at a high | |
• | View clipping on |
| frequency) | |
• Isotropic modeling matrix (angle- |
| o Frequent changes of vertex | ||
| preserving) |
| attributes (i.e., the data being | |
• Color approximation type PEXColorSpace |
| supplied with each vertex) | ||
• | OCC primitives |
| o Frequent changes of modal state, | |
• Packed or stride data format |
| such as: | ||
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| (especially MBX or DBE) |
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| HLHSR mode or ID | |
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| | Light sources enabled |
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| | Depth cueing state |
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| | Texture mapping state |
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| o Frequent switching between two or | |
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| more active Renderers | |
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| o Frequent mixing of Xlib and hp | |
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| PEXlib calls | |
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| • Redundant or unnecessary setup (e.g. | ||
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| setting attributes that are not relevant to the | |
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| • | primitives being drawn) | |
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| Deformation on | ||
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| • | Model clipping on | |
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| • HLHSR in software via PowerShade (on | ||
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| unaccelerated graphics devices) |
Page 106 | Graphics Administration Guide for |