Strange texture/vertex buffer problem
Hello!
I have a strange texture problem with my D3D8 terrain renderer...
I have 1024 vertex buffers with 16x16x2 triangles each,
so my map have the dimension 512x512 squares.
But only 4 vertex buffers are visible each frame, so I
only render 2048 triangles (16x16x2x4) each frame and
call SetStreamSource 4 times each frame.
All vertex buffers have the same texture and I call SetTexture
only ones before the app start.
What I don´t understand is when I don´t call SetTexture I get
240 fps, and when I call SetTexture I get 40 fps
Why?? Like I said, I call SetTexture only ones and
SetStreamSource only 4 times each frame!
When I decrease the size of my map to 64x64 squares I get good
performance (200+ fps) whether the texture is set or not.
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