Re: OpenGL and hardware acceleration
Michael Gold <[email protected]> Wed, 09 Jul 2008 11:15:25 -0800
| Newsgroups | gmane.games.devel.opengl |
|---|---|
| Organization | Fat City Network Services, San Diego, California |
| Message-ID | <[email protected]> |
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> <meta content="text/html;charset=ISO-8859-1" http-equiv="Content-Type"> </head> <body bgcolor="#ffffff" text="#003333"> Most modern hardware implementations accelerate the 3D rendering paths, to varying degrees. For example glVertex is "accelerated" but other paths may be "more accelerated", e.g. VBOs and display lists, depending on both the implementation and your usage.<br> <br> Less certain, but certainly implemented on some platforms, include things like the pixel path and accumulation operations.<br> <br> Unlikely to be accelerated: selection and feedback modes, evaluators.<br> <br> But you must understand that "accelerated" is a relative term. Some or all of the above may be natively supported, emulated by lower level hardware primitives, implemented in software, or a hybrid involving one or more of these approaches. And, which path you hit may depend on other state combinations and your usage. Also, it depends on the card; a low end/low cost card may "accelerate" an operation but you might be able to do it faster in the application. The reality is there are simply too many factors involved to make a simple boolean determination of whether a particular operation, given a particular set of inputs and the current state vector, is "accelerated".<br> <br> Ultimately all you can do is measure the performance of modes you wish to use and make decisions based on the actual observed performance. This link is fairly old but the problem and solution it describes are timeless.<br> <br> <a class="moz-txt-link-freetext" href="http://www.berkelium.com/OpenGL/isfast">http://www.berkelium.com/OpenGL/isfast</a><br> <br> I can say with a high degree of certainly that any time spend perusing the Mesa source in hopes of gleaning useful information about hardware implementations is a waste of time.<br> <br> </body> </html> ----- FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: Michael Gold INET: [email protected] Fat City Hosting, San Diego, California -- http://www.fatcity.com --------------------------------------------------------------------- To REMOVE yourself from this mailing list, send an E-Mail message to: [email protected] (note EXACT spelling of 'ListGuru') and in the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L (or the name of mailing list you want to be removed from). You may also send the HELP command for other information (like subscribing).