Jump to content
  • Advertisement
Sign in to follow this  
StormArmageddon

Fastest Pixel Rendering Method

This topic is 4455 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I'm curious as to what is the fastest (most fps) method of rending a n x n grid of pixels. Right now I'm just locking the back buffer and writing them directly, but I was wondering if either rendering n*n 1 pixel quads, or writing the pixels to a locked texture and then drawing the texture, would be faster. I don't think the n*n quads would be faster simply because you would still have to lock the vertex buffer to change the colors. Maybe there is a better way I'm not thinking of? Note: I have no plans to use other geometry and for my current implementation I don't even call BeginScene() and EndScene(), so I don't have to wait for the GPU to flush its pipeline. Right now I'm getting ~700 fps rendering a windowed 512 x 512 box at 32 bit color.

Share this post


Link to post
Share on other sites
Advertisement
Could you perhaps do these calculations in the pixel shader as a post-process? If you aren't familiar with the concept, check out the 'PostProcessing' sample in the DXSDK. Here is the general idea:

(a) Setup and render a screen-aligned quad
(b) In the pixel shader, perform all your calculations for that specific pixel

This is the fastest way to do it, since everything is done on the GPU. However, depending on what you are doing, this may or may not be possible.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!