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Chapter 5: Optimization

Chapter 5

Optimization

WHAT’S IN THIS CHAPTER?

  • Optimizing your indices data by converting them from triangles to triangle strips
  • Optimizing your textures and saving video memory
  • Implementing bump mapping to fake details and improve visual quality
  • Implementing geometry and shader levels of detail
  • Using a texture atlas
  • Conceptualizing how to manage machine states in software to avoid unnecessary GL calls
  • Using the Automatic Shader Optimizer that comes with the SDK

In the previous chapter, you noticed how much the frame rate was dropping as you were adding more and more effects. Many factors affect performance, whether it is the size of your textures, the memory usage, the amount of polygons, or the complexity of your shaders — you need to be able to optimize each of them.


  

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