2.6.7. Render targets

The following efficiency considerations relate to render targets:

Render all the textures in a cause-and-effect order

To achieve this:

  • render to textures before the textures are used

  • render the back buffer last.

Only render to one render target at a time

Ensure that you finish all calls for one render target before moving onto the next.

Plan your use of textures

Do not modify a texture after you have passed it as a parameter to an API function, until that frame is rendered. Such modification generally forces the driver to make copies of the texture. Instead, set up all the textures that you require for a frame, before you start making API calls that reference any of them.

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