quote:Original post by RenderTarget
Was that test using the summer update? It's been greatly improved.
The biggest boost you could get is using the D3DXSprite. It has to create a D3DXSprite object every call if you don't. Also, Sprite will cache the calls and sort things by texture if you create it that way (drawing actually happens in Flush() or End()) so using the Sprite is a big improvement, especially if you have several font objects running through the same sprite.
Incidentally, it still uses GDI, but only to create the font bitmap, so only when you create it.
I like pie.
What do you mean when you say
quote:The biggest boost you could get is using the D3DXSprite.
For some reason my documentation didn't get an update...either that or they hid the new information on this class pretty well.
Is it related to the three methods?:
ID3DXFont::PreloadCharactersID3DXFont::PreloadGlyphsID3DXFont::PreloadTextUSAGE:MyFontObject.PreloadCharacters(a,Z);MyFontObject.PreloadGlyphs(a,Z);
The third looks to be only for strings, so while it may help for pre-loading I don't think it will help in real-time.
There's also this:
quote:
The ID3DXFont and ID3DXSprite interfaces now have more options to improve font rendering performance and to control sprite buffer storage and transformations. Also see available sprite rendering options in D3DXSPRITE.
But it doesn't get specific :-/
-Dave Mandrella
thedavil@hotmail.com
EDIT: Stupid Smilies
[edited by - thedavil on September 25, 2003 8:33:43 PM]