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To improve performance when drawing pixel rectangles, follow these guidelines:
- Disable all per-fragment operations.
texturing and fog.
- Define images in the native hardware format so type
conversion is not necessary.
- Know where the bottleneck is.
Similar to polygon drawing, there can be a pixel-drawing bottleneck due to
overload in host bandwidth, processing, or rasterizing. When all modes are
off, the path is most likely limited by host bandwidth, and a wise choice of
host pixel format and type pays off tremendously. For this reason, using
type GL_ UNSIGNED_BYTE, for the image components is sometimes faster.
Zooming up pixels may create a raster bottleneck.
- A big pixel rectangle has a higher throughput (that is, pixels per
second) than a small rectangle. Because the imaging pipeline is tuned to trade
off a relatively large setup time with a high throughput, a large rectangle
amortizes the setup cost over many pixels.