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Optimizing Geometry Performance
Here are some tips for improving RealityEngine geometry performance:
- Primitive length. Most systems have a characteristic primitive length that the system is optimized for. On RealityEngine systems, multiples of 3 vertices are preferred, and 12 vertices (for example a triangle strip that consists of 10 triangles) result in the best performance.
- Fast mode changes. Changes involving logic op, depth func, alpha func, shade model, cullface, or matrix mode are fast.
- Slow mode changes. Changes involving texture binding, lighting and material changes, line width and point size changes, scissor, or viewport are slow.
- Texture coordinates. Automatic texture coordinate generation with glTexGen() results in a relatively small performance degradation.
- Quads and polygons. When rendering quads, use GL_POLYGON instead of GL_QUADS. The GL_QUADS primitive checks for self-intersecting quads and is therefore slower.
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