An OpenGL quad is a 3D shape with four sides and four points, useful for surface mapping images without distortion. It is commonly used for 2D graphics in a 3D environment, but can have disadvantages such as being broken into triangles for efficiency reasons. Some programmers suggest avoiding its use entirely. An OpenGL® quadrilateral, or […]
Accelerated OpenGL mode uses a graphics card’s hardware capabilities to perform some or all OpenGL commands instead of software. Not all cards support it, and it can sometimes be slower than software rendering. The implementation of how to handle accelerated modes can vary greatly, and the monitor or display device must also have native support. […]
OpenGL and DirectX are graphics rendering programs with major differences. DirectX is preferred for games due to specific features, while OpenGL is made for graphics processing. DirectX has many supporting features, while OpenGL relies on other programs. DirectX has tools for controlling game volume, network, and input elements, while OpenGL only creates and supports graphics. […]
Optimizing OpenGL® performance can take as long as writing the code. Good programming practices, data structure optimization, texture file size reduction, and reducing geometry can improve performance. Profiling software can identify bottlenecks. Programming for lowest common denominator hardware can also help. Once a program has been written, optimizing the code and data files can often […]