Jump to content
  • Advertisement
Sign in to follow this  
ministe2003

counting polys currrently on screen

This topic is 3656 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

Hi all, I'm currently using ID3DXBaseMesh::GetNumFaces() to get the number of polys in my demo, however this is obviously just going to count every poly of everything. Is there a way that I can just count the number of polys on screen at that time without having to change my rendering method from DrawSubset() to something long winded like trianglelist? Thanks Ste

Share this post


Link to post
Share on other sites
Advertisement
Assuming you are doing some form of spatial partitioning or frustum culling, the easist thing would be to count the number of polys on the models, billboards, etc. that you actually Draw() on during the frame. Obviously some will be partially or fully offscreen, but they still contribute to increasing reander time, so should be counted imho.

Now if you want the polys literally *on the screen*, as in, all triangles either fully or partially inside the frame buffer, that seems a bit more complex. =)

Share this post


Link to post
Share on other sites
Yea thats what I meant, im currently getting the number of polys from what i draw but i wanted to know the number of polys on screen.

If that's a big job i wont bother then :p

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!