Hi, i would like to know some tips, articles or books about performance in OpenGL based simulations
+2
A:
Here's a presentation to get you started. It may be AMD but most points still stand.
Also, if you're seriously into OpenGL, there one book that is a must to have.
But probably there's one golden rule -- read the OpenGL 3.2 specifications, and DON'T USE anything that is marked as DEPRECATED. That alone will save you from most OpenGL bottlenecks.
A handful of general tips:
- reduce the amount of draw calls (calls to the graphics hardware)
- reduce as much as possible texture changes (use texture atlases)
- use efficient data to graphics card solutions (preferably Vertex Buffer Object's and Framebuffer Object's)
- measure performance, use profilers to find the bottlenecks!
- do what calculaions you can on the GPU using shaders
Kornel Kisielewicz
2010-02-05 15:13:09
A:
If you're not doing it already, be sure to use vertex buffer objects. If complex shading is slowing you down, consider a deferred shading model.
tkerwin
2010-02-05 15:20:23