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optimize ID3DXSprite rendering

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hi i am using 4 ID3DXSprite quad and each has size of the backbuffer(post processing),the fps hit is like 75%. Is there any known method to optimize ID3DXSprite rendering.

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In general,

o The obvious: Only create the objects once, not once per frame.
o You only need one sprite object--it's actually a sprite engine, and can take any texture.
o If the sprites aren't dependent on each other--that is, if they can be rendered all at once--then bracket all four draw calls in one Begin()-End() block, instead of calling Begin()-Draw()-End() for each draw call.
o You certainly don't need to use D3DXSprite for this. When it comes to image-space rendering it's really just as easy to use a textured quad. D3DXSprite uses a dynamic vertex buffer to draw sprites, but if you know you have a certain small number of them you can use a single static buffer.

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