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Arseperin

Vertex Processing

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Hi, I was just reading this book called programmings rpgs with directx, 2nd edition. The author used software vertex processing in one of the parameters to create a device. But i checked out the sdk documentation and found out that hardware vertex processing is also a valid parameter. So, I was wondering which one is better to use and what's the difference between them?

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Hardware processing is definetly better to use. When software vertex procesing is specified, all the lighting calculations, and transformations (T&L: transform and lighting) are done on the CPU. This is a waste when you have graphics cards that can do this for you and leave the CPU free to do other things.

You can check the D3DCAPS9 structure (see the IDirect3D9::GetDeviceCaps() function in the sdk docs) to see if the card you have supports hardware T&L.

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