From GDi Bitmap to Texture Speed

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2 comments, last by Axiverse 20 years ago
Why is creating a texture from a bitmap so slow? Saving a texture then loading it is event faster, is there some way to optimize bitmaps? (I''ve already set the bitmap to the bpp32ARGB format...)
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Without any hint or code how you actually put a bitmap into a texture surface it''s difficult to see where it could be slow.

How do you create the texture?
How do you load the bitmap?
How do you move the bitmaps data into the surface?

Fruny: Ftagn! Ia! Ia! std::time_put_byname! Mglui naflftagn std::codecvt eY'ha-nthlei!,char,mbstate_t>

Using New Texture(Device,Bitmap,Usage.None,Pool.Managed)

Is it the Pool.Managed?
The create call alone wouldn''t be slow. You call it only once. I imagine that the bitmap-to-surface-code is the slowdown.

Managed pool only means that the surfaces will be recreated when your device gets lost.

Fruny: Ftagn! Ia! Ia! std::time_put_byname! Mglui naflftagn std::codecvt eY'ha-nthlei!,char,mbstate_t>

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