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PrincessDaisy

DirectX Point Sprites

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This is a simple questions hopefully. And it also goes out to any Xbox/360 developers as that is what it is mainly for. Are point sprites, created and rendered via HLSL the fastest way to draw camera orientated, fixed sized sprites? I don't need any rotation within the sprite either, just a fade value. If they arn't, what is a faster methods? Thanks :)

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I didn't implement our partical rendering personally, but I believe when we switched from aligned quads to point sprites we did see a good performance increase on the 360. I'm not sure about our pc build... It wouldn't hurt to try, it's easy enough to implement.
Daniel

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Guest Anonymous Poster
It's not that simple because it depends on your batching. If you have to change a whole bunch of states back and forth to do it when there exists another method that doesn't involve a whole bunch of expensive state changes then the latter might be better. The problem depends on the architecture unless you are just doing a trivial demo.

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There is very little state changes required when rendering our batches, and there are so few batches due to the way I have structured the engine that it can run with about 3 calls per frame.

Daisy

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