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Mathy

Direct2D VS Direct3D?

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If I need to render approximately 5000 triangles and want a high framerate, which would be preferable? Direct3D through hardware instancing, or Direct2D, in terms of performance?

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is that all your rendering?

what hardware are you targeting?

I use D3D for my 2D renderer and can handle 30-40K Triangles before I really notice a difference in the amount of triangle being renderered. And the only optimization I really use is the depth buffer but it doesn't really do that must to benefit me.

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Interesting! That's incredibly nice!

How do I use the depth buffer, and how does it work? Where can I read more about it?

I am rendering spheres (but they could be represented by circles in the 2D edition too, because you only see them from one angle), and then some interface stuff such as textures rotating and being drawn onto sprites.

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