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OpenGL ES Market Opportunities Imagination ... - Khronos Group

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Golden Rules for Maximum Performance<br />

using <strong>OpenGL</strong> <strong>ES</strong> 1.1<br />

24<br />

Maximise Batch Size and Minimise API Calls to reduce CPU Load<br />

Consider Texture Pages, Software Transform, Etc.<br />

Optimise Geometry Submission Formats and Mechanism<br />

Use Optimisations tools and guidelines provided in SDKs<br />

Use High-level culling and LOD Techniques<br />

Do not submit the whole world geometry !<br />

Consider LOD variants of complex objects<br />

<strong>OpenGL</strong> <strong>ES</strong> Lighting is expensive<br />

Has to implement according to specifications, no short-cuts possible<br />

Use the smallest number of lights and lowest complexity lights<br />

Consider using Per Pixel Lighting (DOT3) instead<br />

Use Compressed MIPMapped Texture Formats with a sensible size<br />

Use HW specific compression formats such as PVRTC<br />

Use Bilinear Filtering with Nearest MIPMapping<br />

Don’t use a 1024x1024 texture for an object 10 pixels on the screen<br />

Only Enable Alpha Blending and Alpha Testing when required<br />

© 2007 <strong>Imagination</strong> Technologies Ltd.<br />

More recommendations available from www.khronos.org and www.powervrinsider.com

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