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Punika

ROAMing with DirectX8

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Hi, it`s not the Question how it works so I hope I get some answers. Here my question: I got my simple ROAMing Terrain workung under DirectX8. With no optimising and using DrawPrimitiveUP I got 12 FPS. So I thought about the algorythmus and how to integrate the Vertex Buffer. So, my question is: Is there any good chance to get high Performance with Directx8 and how do you solve the problem ? Thanks Lutz Hören P.S. Sorry for my bad English...

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Guest Anonymous Poster
The easiest solution is to lock your vertex buffer before you enter your recursive render function. Then in the render function, instead of rendering, copy the vertices to your vertexbuffer, and increase the triangle count.

When your recursive render has finished, unlock the vertexbuffer, and render all triangles copied into it in one go.

This, ofcourse, presents some further problems, but should give you a nice performance gain from your DrawPUP approach.

-meZmo

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