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Migration from software rendering to 3D accelerated graphics using OpenGL ES

This article on (first in a series) discusses implications when migrating mobile device developers from SW rendering to HW rendering using OpenGL ES. Key considerations include: use MIP mapping and bilinear filtering for textures; submit fewer, larger groups of polygon; and most importantly, always maintain graphics processor/CPU parallelism and avoid forcing synchronization (with HW accelerated 3D rendering, you have two processors to execute your software; the HW renderer takes all the load of rendering away from the CPU, freeing up for more complex physics, AI or other effects, or simply to allow the program to run at a higher frame-rate).