OpenGL ES 2.0 - Khronos Group
OpenGL ES 2.0 - Khronos Group
OpenGL ES 2.0 - Khronos Group
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<strong>OpenGL</strong> <strong>ES</strong> 1.1<br />
© 2007 Imagination Technologies Ltd.<br />
Batch API Calls CPU<br />
Consider Texture Pages, Software Transform, Etc.<br />
Use Optimisations tools and guidelines provided in SDKs<br />
culling LOD<br />
Do not submit the whole world geometry !<br />
Consider LOD variants of complex objects<br />
<strong>OpenGL</strong> <strong>ES</strong><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 />
MIPMapped<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 />
Alpha Blending Alpha Testing<br />
More recommendations available from www.khronos.org and www.powervrinsider.com