optimizing jit.gl.render

    Jun 26 2007 | 3:41 am
    Hi all,
    I was wondering if someone could kindly help me figure out another [trivial?] OpenGL question. As I embark on optimization of the rendering system, I happen to remember reading somewhere that some optimizations may be performed on 3d scenes by avoiding rendering stuff that is off-screen and/or occluded by other objects. Now, jit.window has depthbuffer option which should allow for removing occluded surfaces, but I wonder if this actually improves framerate at all or is this simply a way to avoid visual artifacts of 3D objects. By the same token, is there any other option that may have escaped my googling/surfing jitter docs, which could further improve framerate, assuming that everything is done within opengl using basic jit.gl.model, jit.gl.sketch, jit.gl.mesh, and a couple instances of jit.gl.videoplane (in other words let's assume it's a simple scene with a number of objects, some of which have larger poly counts and as such would benefit if GPU did not have to deal with occluded surfaces that may have large poly counts in and of themselves). Apropos the same question, is it safe to assume that these things are already optimized within the GPU driver, Jitter, both or neither? If neither, I would greatly appreciate some pointers where I can learn more about such optimizations.
    Any help is most appreciated!
    Best wishes,
    Ivica Ico Bukvic, D.M.A. Composition, Music Technology, CCTAD, CHCI Virginia Tech Dept. of Music - 0240 Blacksburg, VA 24061 (540) 231-1137 (540) 231-5034 (fax) ico@vt.edu http://www.music.vt.edu/people/faculty/bukvic/ http://ico.bukvic.net