Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

Freaker13

vertexbuffer

This topic is 5832 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi all, i was wondering what's the best way for an iso engine in dx8: 1. create one vertexbuffer for your tiles with the same size then you move your tiles with matrix transformations to their positions. or 2. you create each render for each tile a vertexbuffer. So, you don't have to use the matrix transformations. In the tutorial "Using direct3d for tile rendering" (http://www.gamedev.net/reference/articles/article935.asp) they use the second method(they don't use a vertexbuffer because it's in dx7) but then you have to lock your vertexbuffer each time and i read this is bad. thx Freaker13 [edited by - Freaker13 on December 27, 2002 3:22:36 AM] [edited by - Freaker13 on December 27, 2002 3:47:54 AM]

Share this post


Link to post
Share on other sites
Advertisement

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!