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87 lines
4.6 KiB
87 lines
4.6 KiB
/* |
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013 Vladimír Vondruš <mosra@centrum.cz> |
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Permission is hereby granted, free of charge, to any person obtaining a |
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copy of this software and associated documentation files (the "Software"), |
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to deal in the Software without restriction, including without limitation |
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the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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and/or sell copies of the Software, and to permit persons to whom the |
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Software is furnished to do so, subject to the following conditions: |
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The above copyright notice and this permission notice shall be included |
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in all copies or substantial portions of the Software. |
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
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DEALINGS IN THE SOFTWARE. |
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*/ |
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namespace Magnum { |
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/** @page best-practices Best practices and platform-specific information |
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@brief Performance advices and solutions for platform-specific issues |
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@tableofcontents |
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Here is collection of carefully selected links to official guidelines and |
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other articles with valuable information to help developers create better |
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applications. Feel free to add one, if it contains new unique information. |
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@section best-practices-general General best practices |
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- [Writing Portable OpenGL ES 2.0](https://www.khronos.org/assets/uploads/developers/library/2011-siggraph-mobile/Writing-Portable-OpenGL-ES-2.0_Aug-11.pdf) |
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@section best-practices-platform Platform-specific |
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Some platforms need special care, see their respective sections for more |
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information. |
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@subsection best-practices-mac Mac OS |
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- [Best Practices for Working with Vertex Data](https://developer.apple.com/library/mac/#documentation/graphicsimaging/Conceptual/OpenGL-MacProgGuide/opengl_vertexdata/opengl_vertexdata.html) |
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- [Best Practices for Working with Texture Data](https://developer.apple.com/library/mac/#documentation/graphicsimaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/opengl_texturedata.html) |
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@subsection best-practices-ios iOS |
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- [Best Practices for Working with Vertex Data](http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/TechniquesforWorkingwithVertexData/TechniquesforWorkingwithVertexData.html) |
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- [Best Practices for Working with Texture Data](http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/TechniquesForWorkingWithTextureData/TechniquesForWorkingWithTextureData.html) |
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- [Best Practices for Shaders](http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/BestPracticesforShaders/BestPracticesforShaders.html#//apple_ref/doc/uid/TP40008793-CH7-SW3) |
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@subsection best-practices-nacl Google Chrome Native Client |
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- [Best practices for 3D graphics](https://developers.google.com/native-client/beta/devguide/coding/3D-graphics#best-practices) |
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@subsection best-practices-web-buffer-types Native Client and Emscripten require unique buffer binding |
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As noted in the above link, buffers in NaCl implementation and and also in |
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WebGL need to be bound only to one unique target, i.e., @ref Buffer bound to |
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@ref Buffer::Target::Array cannot be later rebound to @ref Buffer::Target::ElementArray. |
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However, %Magnum by default uses any sufficient target when binding the buffer |
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internally (e.g. for setting data or copying). To avoid this, set target hint |
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to desired target, either in constructor or using @ref Buffer::setTargetHint(). |
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To ease up the development, @ref Mesh checks proper target hint when adding |
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vertex and index buffers in both Native Client and Emscripten. |
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@section best-practices-hw Hardware-specific |
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@subsection best-practices-intel Intel hardware |
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- [Performance tuning applications for Intel Graphics for Linux and Chrome OS](http://software.intel.com/sites/default/files/Performance-tuning-applications-for-Intel-GEN-Graphics-for-Linux-and-Google-Chrome-OS.pdf) [PDF] |
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@subsection best-practices-powervr PowerVR hardware |
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- [PowerVR Performance Recommendations](http://www.imgtec.com/powervr/insider/docs/PowerVR.Performance%20Recommendations.1.0.28.External.pdf) [PDF] |
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@subsection best-practices-tegra NVidia Tegra hardware |
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- [Optimize OpenGL ES 2.0 Performance for Tegra](http://docs.nvidia.com/tegra/data/Optimize_OpenGL_ES_2_0_Performance_for_Tegra.html) |
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*/ |
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}
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