drawing on texture problem

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1 comment, last by streamer 18 years, 10 months ago
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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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.
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 backwardfor(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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