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Wardyahh

Particle system in DX

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very quick question to the best of my knowledge, when done right texture mapped quads are supposed to be faster that using D3DXSprite. now when creating a particle system would it be better(quicker) to use point sprites or a custom texture mapped quad? Thank You

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Quote:
Original post by Wardyahh
now when creating a particle system would it be better(quicker) to use point sprites or a custom texture mapped quad?


Point sprites impose some pretty serious limitations:
On most ATI hardware, point sprites are limited to a size of 256x256 pixels.
You can't easily or efficiently support rotation.
You can't support non-square particles.

On the performance side, the performance gains from using it are minimal, since you probably will not be VPU limited anyways.

In short, use actual quads.

Hope this helps.

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Quote:
Original post by sirob
Point sprites impose some pretty serious limitations
Looks like nobody (I mean, nobody) ever liked them! :)

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Quote:
Original post by Krohm
Quote:
Original post by sirob
Point sprites impose some pretty serious limitations
Looks like nobody (I mean, nobody) ever liked them! :)
I liked them back in the D3D8 timeframe [smile] Now that we've got decent programmable vertex and geometry shaders they really aren't such a compelling option...


Jack

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so the general consensus is to use shaders or texture mapped quads(failing the shader approach)

thanks for the help guys ...as always...tis appreciated

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Make sure your ALL texture mapped quads for the particle system are put together in a single (dynamic!!) vertex buffer and rendered with one DrawPrimitive call; this is the best way to leverage the power of GPU/CPU parallelism. You can get great FPS if you do it correctly.

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Does DX use billboard to implement point sprite or other?
I think point sprite is actually a kind of billboard.Right?

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