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Member Since 15 Mar 2013
Offline Last Active Jan 16 2014 06:20 AM

Posts I've Made

In Topic: D3D11 DrawIndexed confusion

03 January 2014 - 06:32 AM

You don't need to change the vertex buffer, you can use one quad , to draw all your quads , the only thing you need is update the matrix transformation to update their position


i had a issue not related with this but i posted some of my code, how i did the batch



In Topic: PeekMessage high cpu usage

18 December 2013 - 05:11 AM

After i read all your answer , it seems to me that the issue is because my "Game" is doing anything, apart of just showing some sprite, but not logic or anything, and because of that, the loop is being process very fast , so when the loop has more logic, this CPU usage should go down (ironically),  right? 

In Topic: PeekMessage high cpu usage

17 December 2013 - 02:39 PM

So, you already know there is a busy loop. What's your question?


how to avoid that ?

In Topic: PeekMessage high cpu usage

17 December 2013 - 02:02 PM

You are probably having a busy loop. Try to add a count to the loop to see how fast the loop runs.


i have an FPS counter, is around 2000 cicles per second

In Topic: [Directx 11] [2D] problem positioning a 2D quad , center starting at bottom...

05 December 2013 - 08:26 AM

i also realized the quad was mirror-like (all inverse), after i applied those changes, but i was able to fix it changing the vertex position when i create the vertex buffer
    VERTEX QuadVertices[] =
        { XMFLOAT3( 0.0f,  1.0f, 0.0f), XMFLOAT4(1.0f, 0.0f, 0.0f, 1.0f)},
        { XMFLOAT3( 0.0f,  0.0f, 0.0f), XMFLOAT4(0.0f, 1.0f, 0.0f, 1.0f)},
        { XMFLOAT3( 1.0f,  1.0f, 0.0f), XMFLOAT4(0.0f, 0.0f, 1.0f, 1.0f)},
        { XMFLOAT3 (1.0f,  0.0f, 0.0f), XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f)},