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/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016
Vladimír Vondruš <mosra@centrum.cz>
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
namespace Magnum {
/** @page best-practices Best practices and platform-specific information
@brief Performance advices and solutions for platform-specific issues
@tableofcontents
Here is collection of carefully selected links to official guidelines and
other articles with valuable information to help developers create better
applications. Feel free to add one, if it contains new unique information.
@section best-practices-general General best practices
- [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)
@section best-practices-platform Platform-specific
Some platforms need special care, see their respective sections for more
information.
@subsection best-practices-mac Mac OS
- [Best Practices for Working with Vertex Data](https://developer.apple.com/library/mac/#documentation/graphicsimaging/Conceptual/OpenGL-MacProgGuide/opengl_vertexdata/opengl_vertexdata.html)
- [Best Practices for Working with Texture Data](https://developer.apple.com/library/mac/#documentation/graphicsimaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/opengl_texturedata.html)
@subsection best-practices-ios iOS
- [Best Practices for Working with Vertex Data](http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/TechniquesforWorkingwithVertexData/TechniquesforWorkingwithVertexData.html)
- [Best Practices for Working with Texture Data](http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/TechniquesForWorkingWithTextureData/TechniquesForWorkingWithTextureData.html)
- [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)
@subsection best-practices-angle ANGLE (WebGL, NaCl)
- [WebGL Insights -- ANGLE](https://books.google.cz/books?id=6crECQAAQBAJ&lpg=PP1&pg=PA3&redir_esc=y#v=onepage&q&f=true)
@subsection best-practices-webgl WebGL (Emscripten)
WebGL is subset of OpenGL ES with some [specific restrictions and features](http://www.khronos.org/registry/webgl/specs/latest/1.0/#6),
namely requirement for unique buffer target binding, aligned buffer offset and
stride and some other restrictions and also support for combined depth/stencil
buffer attachments. See @ref Buffer, @ref Framebuffer,
@ref Texture::setSubImage() "*Texture::setSubImage()", @ref Mesh::addVertexBuffer(),
@ref Renderer::setStencilFunction(), @ref Renderer::setStencilMask() and
@ref Renderer::setBlendFunction() documentation for more information.
@subsection best-practices-nacl Google Chrome Native Client
- [Best practices for 3D graphics](https://developers.google.com/native-client/beta/devguide/coding/3D-graphics#best-practices)
Similarly to WebGL, buffers in NaCl implementation need to be bound only to one
unique target. See @ref Buffer class documentation for more information.
@section best-practices-hw Hardware-specific
@subsection best-practices-intel Intel hardware
- [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]
@subsection best-practices-powervr PowerVR hardware
- [PowerVR Performance Recommendations](https://github.com/burningsun/pecker_framework/blob/master/参考资料/PowerVR.Performance%20Recommendations.pdf?raw=true) [PDF]
@subsection best-practices-amd AMD hardware
- [ATI Radeon HD 2000 programming guide](http://developer.amd.com/wordpress/media/2012/10/ATI_Radeon_HD_2000_programming_guide.pdf)
@subsection best-practices-tegra NVidia Tegra hardware
- [Optimize OpenGL ES 2.0 Performance for Tegra](http://docs.nvidia.com/tegra/index.html#GLES2_Perf_Main.html)
*/
}