Direct3D9 - Problem with 2D Sprites

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10 comments, last by InTheSackMan 20 years, 8 months ago
The anonymous poster just reminded me:

I should add that you should try to draw all sprites on screen from each texture at once, so you don''t have to call SetTextureStageState() for every sprite drawn.

It''s not always feasible, but if you can manage it you''ll get a small speed increase.
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Thanks guys! I think I have it working. I kind of settled in the middle - I''m going to use one texture for every animation which means that the sprites can be in multiple files as long as the animation ( walking, jumping etc. ) is not broken up. Ive got everything drawing allright and the engine is running faster than ever. Thanks for the tips, I think i''ll take you guys up on those performance pointers. Thanks again!

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