Ah OK, thanks for the responses! Strange how it worked perfectly on my other computer! I guess a good approach might be to have a fixed-size buffer to hold, say, 100 tiles and I can loop through my tiles to add them into the buffer using D3DLOCK_NOOVERWRITE. Then when I fill up the buffer I can draw every tile in there, then lock it with D3DLOCK_DISCARD and fill it up from the bottom again. i.e. draw 100 tiles at a time, emptying the buffer for the next 100.
george7378Member Since 24 Jan 2013
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I'm a physics student in the UK.
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