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Optimizing Rasterization
This section discusses optimizing rasterization. While it points out a few things to watch out for, it also provides information on features that were expensive on other systems but are acceptable on RealityEngine systems:
- After a clear (or a command to fill a large polygon), send primitives to the geometry engine for processing. Geometry can be prepared as the clear or fill operations take place.
- Texturing is free on a RealityEngine if you use a 16-bit texel internal texture format. There are 16-bit texel formats for each number of components. Using a 32-bit texel format yields half the fill rate of the 16-bit texel formats. See "The Texture Extension" for more information on internal formats.
- The use of detail texture and sharpen texture usually incurs no additional cost and can greatly improve image quality. Note, however, that texture management can become expensive if a detail texture is applied to many base textures. Use detail texture but keep detail and base paired and detail only a few base textures. See "The Sharpen Texture Extension" and "The Detail Texture Extension".
- If textures are changing frequently, use the subtexture extension to incrementally load texture data. RealityEngine systems are optimized for 32 x 32 subimages. See "The Subtexture Extension".
- There is no penalty for using the highest-quality mipmap filter (GL_LINEAR_MIPMAP_LINEAR) if 16-bit texels are used (for example, the GL)RGBA4_EXT internal format). See "The Texture Extension".
- Local lighting or multiple lights are possible without an unacceptable degradation in performance. As you turn on more lights, performance degrades slowly.
- Simultaneous clear of depth and color buffers is optimized in hardware.
- Antialiased lines and points are hardware accelerated.
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