Tiled terrain transision with d3d8???

Started by
1 comment, last by Gandalf 21 years, 9 months ago
I´m having trouble with finding a (fast) way to render terrain transisions with d3d8 in my 2d (orthogonal view) iosmetric game... The method I use right now is to render 5 "layers" of the map. That means I have the same flat geometri on top of each other... Feels a little bit unnecessery to have that (takes up a lot of vertex memory). Each layer have 2 texture stages that I blend togheter, 0: Solid, 1: Masked. With this approch I can render a square that blends with 8 other squars which is nice and because that I use the same transision mask for my sprites I save a lot of texture memory. But I ony get 60 fps on my AMD AthlonXP 1300+ whith Geforce 2 GTS which is unnacceptable. Is it possible somehow to render with 5 texture coordinats in DirectX 8 which Geforce2? (sorry for my bad english...)
Gandalf the Black
Advertisement
I don`t exactly know what your problem is.
So I can only give more general hints.
1. Do change the texture as seldom as possible
2. Do render as little tiles as possible
3. Do use Singlepass Blending if possible

Im Anfang war die Tat...
Faust
Im Anfang war die Tat...Faust
i think you may be doing exactly what i''m doing but i''m doing it with heightmaps. check out the thread, how to set up multitexturing

This topic is closed to new replies.

Advertisement