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97 lines
5.1 KiB
97 lines
5.1 KiB
/* |
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016 |
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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-angle ANGLE (WebGL, NaCl) |
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- [WebGL Insights -- ANGLE](https://books.google.cz/books?id=6crECQAAQBAJ&lpg=PP1&pg=PA3&redir_esc=y#v=onepage&q&f=true) |
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@subsection best-practices-webgl WebGL (Emscripten) |
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WebGL is subset of OpenGL ES with some [specific restrictions and features](http://www.khronos.org/registry/webgl/specs/latest/1.0/#6), |
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namely requirement for unique buffer target binding, aligned buffer offset and |
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stride and some other restrictions and also support for combined depth/stencil |
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buffer attachments. See @ref Buffer, @ref Framebuffer, |
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@ref Texture::setSubImage() "*Texture::setSubImage()", @ref Mesh::addVertexBuffer(), |
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@ref Renderer::setStencilFunction(), @ref Renderer::setStencilMask() and |
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@ref Renderer::setBlendFunction() documentation for more information. |
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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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Similarly to WebGL, buffers in NaCl implementation need to be bound only to one |
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unique target. See @ref Buffer class documentation for more information. |
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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](https://github.com/burningsun/pecker_framework/blob/master/参考资料/PowerVR.Performance%20Recommendations.pdf?raw=true) [PDF] |
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@subsection best-practices-amd AMD hardware |
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- [ATI Radeon HD 2000 programming guide](http://developer.amd.com/wordpress/media/2012/10/ATI_Radeon_HD_2000_programming_guide.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/index.html#GLES2_Perf_Main.html) |
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*/ |
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}
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