direct3d app reallly reallly slow

Started by
3 comments, last by happyman 21 years, 5 months ago
I just started programming in direct3d 7 (i am using 7 cause i got a book on it).the problem is that its really framming , the fps is only about 20 something.i just used drawindexedprimitive to draw 50 textured cubes ,all them are batched into one indexed array.there r no state changes.i have a 16 mb tnt2 card,is that all my card can handle??.also i read batchin vertices in vertex buffer increases speed,what is the optimal number of vertices thats is to be batched 100 ,50 ,20 ?.also are there any tutorials outthere about blending,teexture stage setting etc. Also which is easy opengl or directx. whew.if u guys and gals have any thoughts do post.thanks
cubesss
Advertisement
OpenGL is far, far easyer to code and is crossplatform. But technically DirectX has more features (not by much though).
thanks for the thought.opengl does seem easy.
cubesss
OpenGL is also portable so if you want to port your program to other platforms you could get into OpenGL, but if you are only doing it for win i would go with DirectX.
i used to have a tnt2 (vanta) 20fps for 50textured cubes does sound slow on a tnt2. if each cube has a different texture (or something else different) ie u have to draw each cube with a call to drawindexprimitive then going over to opengl will increase the framerate (gl is far quicker with the drawing changes). it wont increase the framerate though if your filllimited (ie the cubes cover the big window). make your window smaller if framrrate increases by lots then thteres not much u can do (WRT vertex drawing method)


http://uk.geocities.com/sloppyturds/kea/kea.html
http://uk.geocities.com/sloppyturds/gotterdammerung.html

This topic is closed to new replies.

Advertisement