|
From: Frank C <li...@si...> - 2004-04-17 17:04:08
|
On 17-Apr-04, at 3:28 AM, James W. Walker wrote: > On the OpenGL list, it has been mentioned that one can get a small > performance boost by using the macro interfaces to OpenGL. Basically, > this means that instead of relying on a current context, you pass the > OpenGL context to each OpenGL call. Macro definitions hide the extra > parameters, so that the individual calls to OpenGL do not look any > different. However some Quesa internal functions would need an extra > parameter. I expect that in most cases the gain would be small, maybe > 1%. However the "multibox" test went up from 4.7 FPS to 5.0 FPS with > this change. This would not affect platforms other than Mac. Any > comments, or objections to my checking it in? Using the macros can boost immediate mode rendering by a fair amount but they have much less of an effect when using vertex arrays since function call overhead is already small in those cases. Can't hurt either way though, and IIRC, the transparent pass and some other special cases are drawn in immediate mode so it could help quite a bit for certain scenes. Frank. |