Jump to content
  • Advertisement


This topic is now archived and is closed to further replies.


Speed issues with Textures (D3D7)

This topic is 6365 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 was just wondering if anyone has had these same speed hits, and if they are normal or not. What I am trying to do, is use a simple D3D quad to draw some text to and then blit it semitransparently to give an antialiased look to the text. My problem is that when I use the standard GDI text functions, it''s really slow. Now before you tell me that GDI is too slow for games, let me tell you that I''ve been using it on all my standard DDraw surfaces (i''m using DX7 btw) without any performance hit. Is there something about removing the surface from the gfx card''s texture management or something? And if so, can I work around it? The only thing that makes me wonder is that I have one instance of this "method" that works flawlessly, (i draw my HUD text using this method WITHOUT slowdown), but whenever I try to replicate this method elsewhere, it slows down beyond belief. And all I''m doing is filling the surface and drawing some text! Of course this isn''t 100% neccesary but I thought it would be a nice touch =) If anyone can help me or at least confirm my fears, I would be most grateful. Thanks,

Share this post

Link to post
Share on other sites

  • 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!