Prev | Top | Contents
Index
[1]
16-bit textures
[6]
60-Hz monitor
[A]
alpha component
representing complex geometry
animations
benchmarking
SwapBuffers
optimizing frame rates
double buffering
clear operations
frame rate
speed
tuning
[B]
backface removal [1] [2]
benchmarking
and glFinish()
static frames
loops
clock resolution
background processes
basics
BGRA extension
bottlenecks
raster subsystem
geometry subsystem
See also optimizing, tuning
definition
[C]
calculating expected performance
checking for extensions
clearing bitplanes
clock resolution
color buffer clear
influence on performance
with depth buffer clear
color component
vertex arrays
color index
vertex arrays
COLOR_INDEX*_EXT
concave polygons
optimizing
CPU stage of the pipeline
[D]
decals and polygon offset
depth buffer clear
depth buffering
clearing depth and color buffer
optimizing
depth values
double buffering
drawing
avoiding after screen clear
fast pixel drawing
[E]
example programs
drawing pixels fast
checking for extensions
polygon offset
texture proxy mechanism
expensive modes [1] [2]
extensions
index function
index material
index texture
bgra
paletted texture
object space vertex culling
compiled vertex arrays
checking for availability
WIN
EXT_bgra
EXT_paletted_texture
[F]
fill operations
fill rates
fill-limited code
tuning [1] [2]
definition
flat shading
flight simulators
fog
frame rate tuning
frontface removal
[G]
generating texture names
geometry-limited code
tuning [1] [2]
finding bottlenecks
glAlphaFunc()
glAreTexturesResident()
glArrayElement()
glColorMaterial()
glColorPointer()
glCopyTexImage*()
glCullParameter*SGI
glDepthRange()
glDrawArrays()
glDrawElements()
glDrawPixels()
optimizing
glEdgeFlagPointer()
glFinish()
glGenTextures()
glGetString()
glIndexPointer()
glLockArraysSGI
glMaterial()
glNormalPointer()
glPolygonOffset()
glPrioritizeTextures()
glShadeModel()
for performance tuning
glTexCoordPointer()
glTexSubImage2D()
glUnlockArraysSGI
glVertexPointer()
GL_BGRA_EXT
GL_CULL_VERTEX
GL_INDEX_MATERIAL
GL_INDEX_TEST
GL_IUI_N3F_V2F
GL_IUI_N3F_V3F
GL_IUI_V2F
GL_IUI_V3F
GL_PROXY_TEXTURE_*D
GL_RGB5_A1_EXT
GL_SHININESS
GL_T2F_IUI_N3F_V2F
GL_T2F_IUI_N3F_V3F
GL_T2F_IUI_V2F
GL_T2F_IUI_V3F
grouping primitives
[H]
hidden-line images
highlighted edges
hot spots
[I]
imaging pipeline tuning
index array format extension
index function extension
index material extension
index texture extension
INDEX_TEST_FUNC
INDEX_TEST_REF
internal formats
list of tokens
[L]
lighting
shininess
and material parameters
single-sided
nonlocal viewing
optimizing [1] [2]
line strips
lines
rendering with polygon offset
loading
optimizing
local lights
loops for benchmarking
[M]
material parameters
mode settings
[N]
nonlocal viewing
normals
vertex array extension
NULL image
[O]
object space vertex culling extension
optimizing
frame rates
pixel drawing
glDrawPixels()
loading
depth buffering
lighting [1] [2]
concave polygons
[P]
paletted texture extension
parameters determining performance
per-pixel operations
per-polygon operations
finding bottlenecks
performance
determining parameters
estimating
clearing bitplanes
pipeline
raster subsystem
CPU stage
3-stage model
tuning
pixel path tuning
pixels
optimizing drawing
polygon offset
example program
polygons
influencing performance
optimizing large polygons
grouping primitives
clean outlines
prioritizing textures
proxy mechanism
example
[Q]
quad strips
[R]
raster subsystem See fill-limited code
refresh rate of screen
removing backfacing polygons
resident textures
[S]
screen clear
and animation performance
screen refresh time
SGI_compiled_vertex_array
SGI_cull_vertex
SGI_index_array_formats
SGI_index_func
SGI_index_material
SGI_index_texture
simple lighting model
single-buffer mode
single-sided lighting
subtextures
NULL image
and video
SwapBuffers()
and tuning animations
[T]
texture coordinates
vertex arrays
textures
optimizing
switching
priorities
generating texture names
proxy mechanism
three-stage model of the graphics pipeline
timing
glFinish()
loops
background processes
measurements [1] [2]
transform rate
transform-limited code
tuning [1] [2]
finding bottlenecks
transparency
triangle fans
triangle strips
tuning
single-buffer mode
reducing frame rate
animations
pixel path
fill-limited code [1] [2]
transform-limited code [1] [2]
pipeline
fundamentals [1] [2]
two-sided lighting
[V]
vertex arrays
index array format extension
OpenGL 1.1 functionality
vertical retrace
video
and subtextures [1] [2]
[W]
WIN extensions
Prev | Top | Contents