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### #ActualxDarkice

Posted 19 January 2012 - 10:34 AM

Can someone give me some tips to increase the performance, especially when much textures are drawn to the screen? I am including my whole source code for my D3D interface. Additionally, this does not work on Intel Graphicscards, I think I am using a mode that Intel graphics cant use, but due to the fact that I got no Intel Graphicscard here, I cant test it with debug runtimes. Does Intel provide a list of supported modes?

http://pastebin.com/QNHABBm5

Edit: I came up with an idea: Could I write all Vertices into a list, which is only rendered once per frame(in my MainLoop) and is discarded after? Is this the way not to lock the VertexBuffer several times a frame? Which size is common for a vertexbuffer? Right now I am using this size
4 * Marshal.SizeOf(typeof(TexturedColoredVertex)
, which is rather small i think. I heard I can draw several vertices a time, so i would be using a factor of my current size?

### #1xDarkice

Posted 18 January 2012 - 12:47 PM

Can someone give me some tips to increase the performance, especially when much textures are drawn to the screen? I am including my whole source code for my D3D interface. Additionally, this does not work on Intel Graphicscards, I think I am using a mode that Intel graphics cant use, but due to the fact that I got no Intel Graphicscard here, I cant test it with debug runtimes. Does Intel provide a list of supported modes?

http://pastebin.com/QNHABBm5

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