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)