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streamer

drawing on texture problem

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streamer    415
This is fairly simple question...I think soo. I have a texture, and in a front of texture always are drawn some messages through font based procedure. Well this is a big drawback for performance because in every single frame first the texture is displayed, and in a next step lot of loops are called for text drawing (in few colors) in a front of it. Can I draw a text ON texture, because then I need just to blit it on the screen, and save some performance, without text draw callings? And how can it be done? Thanx in advance

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Lestat3D    122
Are you using D3DXFont to draw the text? How are you drawing the text you're talking about? This must not be a bottlenek anyway.

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streamer    415
Quote:
Original post by Lestat3D
Are you using D3DXFont to draw the text? How are you drawing the text you're talking about? This must not be a bottlenek anyway.


Yes I'm using ID3DXFont* interface.
This is a source of text drawing routine. If a word is started with & or @ then word is drawed with another color.


// draw backward
for(int l = SETTINGS.OUTPUT.m_iCurrentLine-1; l>SETTINGS.OUTPUT.m_iCurrentLine-13; l--)
{
// paranoia? :)
if(l < 0) break;

// copy string
lstrcpy( szMsg, SETTINGS.OUTPUT.m_chOutput[l] );
nNextLine -= 14; rct.top = nNextLine; rct.bottom = rct.top + 20;
rct.left = 25;
rct.right = m_d3dsdBackBuffer.Width - 20;

int rec_msg_count = 0;

while(1)
{
// loop throug words
TCHAR rec_word[256];
// next word...
sscanf(szMsg+rec_msg_count,"%s", rec_word);

int rec_word_length = strlen(rec_word);
rec_msg_count += rec_word_length+1;

// end of string
if(rec_msg_count > strlen(szMsg)+1) break;

// in case first char is '&' or '@' change word color
if(rec_word[0] == '&')
{
m_pD3DXFont->DrawTextA(&rec_word[1], -1, &rct, DT_CALCRECT, 0); //Calculate the size of the rect needed
m_pD3DXFont->DrawTextA(&rec_word[1], -1, &rct, DT_LEFT, fontColorGreen); //Draw the text
rct.left = rct.right+3;
}
else if(rec_word[0] == '@')
{
m_pD3DXFont->DrawTextA(&rec_word[1], -1, &rct, DT_CALCRECT, 0); //Calculate the size of the rect needed
m_pD3DXFont->DrawTextA(&rec_word[1], -1, &rct, DT_LEFT, fontColorYellow); //Draw the text
rct.left = rct.right+3;
}
else
{
// default color
m_pD3DXFont->DrawTextA(rec_word, -1, &rct, DT_CALCRECT, 0); //Calculate the size of the rect needed
m_pD3DXFont->DrawTextA(rec_word, -1, &rct, DT_LEFT, fontColor); //Draw the text
rct.left = rct.right+3;
}
}



This is why is so slow a draw of text, because in every frame there is a call to this procedure. That's why I need some help for draw on texture.

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