OpenGL Performance Tips
These programming practices optimize your application's performance:
Use glColorMaterial when only a single material property is being varied rapidly (at each vertex, for example). Use glMaterial for infrequent changes, or when more than a single material property is being varied rapidly.
Use glLoadIdentity to initialize a matrix, rather than loading your own copy of the identity matrix.
Use specific matrix calls such as glRotate, glTranslate, and glScale, rather than composing your own rotation, translation, and scale matrices and calling glMultMatrix.
Use glPushAttrib and glPopAttrib to save and restore state values. Use query functions only when your application requires the state values for its own computations.
Use display lists to encapsulate potentially memory-intensive state changes. For example, place all the glTexImage calls required to completely specify a texture (and perhaps the associated glTexParameter, glPixelStore, and glPixelTransfer calls as well) into a single display list. Call this display list to select the texture.
Use display lists to encapsulate the rendering calls of rigid objects that will be drawn repeatedly.
To minimize network bandwidth in client/server environments, use evaluators even for simple surface tessellations.
If possible, to avoid the overhead of GL_NORMALIZE, provide unit-length normals. Because glScale almost always requires enabling GL_NORMALIZE, avoid using glScale when doing lighting.
If smooth shading isn't required, set glShadeModel to GL_FLAT.
Use a single glClear call per frame, if possible. Do not use glClear to clear small subregions of the buffers; use it only to clear the buffer completely or nearly completely.
To draw multiple independent triangles, use a single call rather than multiple calls to glBegin(GL_TRIANGLES) or a call to glBegin(GL_POLYGON). Similarly:
To draw a single triangle, use GL_TRIANGLES rather than GL_POLYGON.
Use a single call to glBegin(GL_QUADS) rather than calling glBegin(GL_POLYGON) repeatedly.
Use a single call to glBegin(GL_LINES) to draw multiple independent line segments, rather than calling glBegin(GL_LINES) multiple times.
In general, use the vector forms of commands to pass precomputed data, and use the scalar forms of commands to pass values that are computed near call time.
Avoid making redundant mode changes, such as setting the color to the same value between each vertex of a flat-shaded polygon.
When drawing or copying images, disable rasterization and per-fragment operations, to optimize resources. OpenGL can apply textures to pixel images.