It's been a while since my last performance blog, but one of those lunchtime coffee discussions about a blog I'd like to write was turned into a working tech demo by wasimabbas overnight, so thanks to him for giving me the kick needed to pick…
My last blog looked at some of the critical areas which an application has to implement efficiently to get best performance out of 3D content, such as broad-brush culling of large sections of a scene which are guaranteed not to be visible so they are…
Previous blog in the series: Mali Performance 4: Principles of High Performance Rendering
Welcome to the next instalment of my blog series looking at graphics rendering performance on Mali GPUs using OpenGL ES. This time around I'll be looking at some…