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cutovoi

OpenGL Performance optimization in OpenGL

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Hi fellows In my app there are some 3DS objects on the screen. As the objects growing in quatity, my app is going slow(a little bit obviously). In my OpenGL initialization I enabled Backface culling, depth test and other things. For each 3DS objects in my screen they are in a display list. This is necessary, cause if I don't do this the app crashes and I believe that is a performance optimization. I would like to know some tips to OpenGL performance optimization. Any help is welcomed. Thanks for the support guys

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If they are all static objects, then display lists should be giving you optimal performance.

Other things to check out

1) Frustum culling -Dont render what you dont see
2) Occlussion culling - Dont render stuff which is behind something else.

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i havent used this tool before but i hear it can help in rendering performance significantly. its nvidia's triangle strip generator tool from what i understand it generates a new triangle strip and optimizes for cache hits on your video cards post TnL vertex cache. just make sure you know what the cache size (it has nvidia specs in the readme 16 byte for geforce1/2, and 24 byte for geforce 3)

if you arent utilizing the cards vertex cache you wont be getting the best performance possible. you have the right idea by using display lists, that will minimize the data transfer across the bus to the video card, but if that bus transfer wasnt your bottleneck you probably wont see any performance gain from it.

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