Optimizing for OpenGL on OS X

Member
Posts: 233
Joined: 2003.05
Post: #1
http://developer.apple.com/graphicsimagi...gdata.html

Nice article from Apple on the topic. Haven't had a chance to read it all, but I thought you all would like to gander at it.
Any comments from the more knowledgeable OpenGL people here?

"Pay no attention to that man behind the curtain." - Wizard of Oz
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Moderator
Posts: 613
Joined: 2004.09
Post: #2
Nothing too break through, pretty common sense kind of stuff. But good tips nonetheless. Most the stuff dosnt apply for just macintosh though, so if you were wondering how to speed things up on other platforms its worth a look too.

Kyle Richter
DragonForged.com
Twitter: @kylerichter
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Sage
Posts: 1,232
Joined: 2002.10
Post: #3
I think it is a very good overview. And it points out an additional display list tip which I hadn't seen documented before.

I would probably add that it is worth experimenting with the batch size when using VAR etc. You want it big, but really big isn't always better.

There are also some additional hardware-dependent parameters that can make a difference. For example using GL_QUADS on a Radeon 7500 is always going to be slow. Or using 4ub colors on Radeon 7500 through 9200 requires ATI_array_rev_comps_in_4_bytes for good performance...
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Puzzler183
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Post: #4
A good general overview with things that are important on PC platforms as well. Although a lot of it was common sense (such as asynch stuff on the GPU and CPU), things like using float's may not be so obvious if you haven't used it a lot.

*thumbs up*
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