2 Dynamic VB cost + Texture Coord problem
Hello everyone,
I''ve got two questions:
1. What''s the cost of having 2 dynamic VBs and 2 dynamic IBs? By dynamic, i mean that every frame, i discard the contents of all of those and put all new content in it. That means i''m using 4 locks and 4 unlocks.
Would it be better to have more vertices and indices in 1 VB and 1 IB? I think it would be, but i''d like to be sure it''s worth the time to make it work.
2. Texture coordinate problem here. I''m currently using a 256x256 texture with 32x32 tiles in it.
If i want to access tile at row 1, column 1, i''m using the following tex coords for top left, for both tu and tv:
0.126953125
I''m getting that by doing: 0.125 + 0.001953125
That last number is 1/256/2, so i can have half a texel.
However, when i put D3DTEXF_NONE as a Magnification Filter, nothing draws anymore! If i''m not mistaken, that would mean DX got to magnify my texture to fit on my 32x32 polygon, thus meaning it isn''t a perfect texel to pixel mapping.
What the heck am i doing wrong here?
Thanks for your time. I''m mostly concerned about my 2nd problem, but if you only got a response to my first problem, please post it anyway. It''s better to have a solution than no solution at all
Uttar
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