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rendering to surface performance & methods

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Hi!, I need to render some polygons to a secondary rendering surface, and I was thinking on different methods: what I want to render is flat, white, unlit, untextured triangles, and only between 50 and 100 triangles. now, I''ve been trying to figure out which method would be faster: 1- draw the polygons in system memory to a managed texture, with custom triangle rendering optimized routines. 2- use hardware with "setrendertarget" I''m worried about the performance hit of setrendertarget and all the changes required in the render states, and maybe, the software approach would be faster for simple triangle rendering...

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