KnowledgeBase
Optimizing OpenGL applications for the new Visual
Workstations
System:
any |
Category:
graphics |
Last Modified:
2/22/99 |
OS version:
NT 4.0 |
Product:
OpenGL |
Service Pack:
|
How should I most effectively optimize my
application to take advantage of the new hardware within the Silicon
Graphics 320 and Silicon Graphics 540 Visual Workstations?
Generally speaking, the new systems are well balanced, so most
general OpenGL tuning methods will work well. However, there are
cases where you can make substantial improvements on the Visual
Workstations. Following is a list of the most important
optimizations:
- Minimize OpenGL state changes by collecting objects with
similar properties and drawing them at the same time. Important
properties include textures, materials, lights and matrices.
- Minimize the use and number of spotlights and local lights.
Instead, use infinite lights wherever possible.
- Use OpenGL display lists.
- Use OpenGL extensions whenever practical. Be sure to include
code to deal with the absence of such extensions in a graceful
manner to ensure portability on platforms that do not support
them. One such extension is the use of Vertex Arrays
(glLockArraySGI, glUnlockArraySGI).
- Use float instead of double for OpenGL data structures
(vertices, texture coordinates, etc.)
- Choose the path with the greatest hardware support. Some
OpenGL paths, antialiased polygons, for example, require
software intervention on the Silicon Graphics 320.
See the following references for more details:
Send comments on this case to kbase@sgi.com.
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