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Rooter

Speeding up "2d" rendering in Direct3D 8?

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Guest Anonymous Poster
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G''day!

You''re drawing multiple quads, but you only allocated room for 1:
6 * sizeof ( MapVertex )

So you''re writing all over random memory, then rendering from random memory.


Stay Casual,

Ken
Drunken Hyena

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Yeah, I figured that out afterwards... but then it worked and it was WAY slower than the way we did it before. So we tried triangle lists and that didnt work with the way our vertices are set up (was only showing half the screen) and so we are just going to start from scratch methinks unless someone can point out why its so slow

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Are you doing your timing tests with a Release compile and Retail DX Runtime?

If you''re doing a Debug compile, then none of the code will be optimized, and there are a lot of things in that code that are trivial optimizations. In Release mode VC++ should catch them, but won''t touch them in Debug.

Also, the Debug runtime does a lot of checks behind the scenes, so it''s best to use Retail when timing.


Stay Casual,

Ken
Drunken Hyena

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