TAILIEUCHUNG - 3D Graphics with OpenGL ES and M3G- P17

3D Graphics with OpenGL ES and M3G- P17:Mobile phones are the new vehicle for bringing interactive graphics technologies to consumers. Graphics that in the 1980s was only seen in industrial flight simulators and at the turn of the millennium in desktop PCs and game consoles is now in the hands of billions of people. This book is about the technology underpinnings of mobile threedimensional graphics, the newest and most rapidly advancing area of computer graphics. | 144 PERFORMANCE AND SCALABILITY CHAPTER 6 Performance checklist. Check item OK Answer Applicability Do you use full-screen window surfaces Yes ALL Do you use glReadPixels No ALL Do you use eglCopyBuffers No MOST Do you use glCopyTex Sub Image2D No MOST Do you change texture data of existing texture No ALL Do you load textures during the rendering pass No MOST Do you use render-to-texture results during the same frame No SOME Do you clear the whole depth buffer at the start of a frame Yes SOME Do you use mipmapping Yes ALL Do you use vertex buffer objects Yes ALL Do you use texture compression Yes SOME Is any unnecessary state enabled No ALL Do you use auto mipmap generation or change filter modes No SOME Do you use perspective correction No SOME SW Do you use bilinear or trilinear filtering No SOME SW Do you use floating-point vertex data No SOME Table Quality checklist. Check item OK Answer Applicability Do you use multisampling Yes MOST HW Do you use LINEAR_MIPMAP_NEAREST Yes MOST HW Do you have enough depth buffer bits Yes ALL Do you have enough color buffer bits Yes ALL Have you enabled perspective correction Yes ALL Table Power usage checklist. Check item OK Answer Applicability Do you terminate EGL when application is idling Yes MOST HW Do you track the focus and halt rendering if focus is lost Yes ALL Do you limit your frame rate Yes ALL SECTION CHANGING AND QUERYING THE STATE 145 Table Portability checklist. Check item OK Answer Applicability Do you use writable static data No SOME OS Do you handle display layout changes Yes SOME OS Do you depend on pixmap surface support No SOME Do you use EGL from another thread than main No SOME Do you specify surface type when asking for a config Yes MOST Do you require exact number of samples for multi-sampling No SOME CHANGING AND QUERYING THE STATE Modern rendering pipelines are one-way streets data keeps flowing in it gets buffered number-crunching occurs and eventually some pixels come

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