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18.5.1 Using Peak-Performance Primitives
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18 Tuning Your OpenGL
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18.4.4 Clearing the Color
 
Contents
18.5 Rendering Geometry Efficiently
Subsections
18.5.1 Using Peak-Performance Primitives
18.5.2 Using Vertex Arrays
18.5.3 Using Display Lists
18.5.4 Balancing Polygon Size and Pixel Operations
2001-01-10