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thedodgeruk

directx10 sprites?

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i have an engine , and i can render 3d objects, and need to render sprites now for menus ect . is it best to use directxsprite or just put a texture onto a quad ?
was thinking to do billbords as well as sprites it should be a texture onto a quad

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I don't know which is best, but it seems odd to me that they'd Provide a sprite interface if it didn't have some benefit over a billboarded quad. However, I'm not 1337 enough to know what that benefit is. FWIW, I used billboards.

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From my experience on the matter (which is lacking as of now, migrated to C# and XNA) the DXsprite functionality just has some built in batching stuff, which was explained to me at the time as only really being worth it if the entire game is 2d and there is many a source texture and many many 2d draw calls.

If you already have a 3d engine, I would suggest the billboard approach. That way you just need to make a few functions to handle the boards and whatnot, instead of creating, initializing and setting up a DXsprite interface.

The sprite interface also seemed fairly limited. Adding more features would be easier with billboards as the underlaying code is of the same vein as everything else, not a second engine componant that may need to be handled differently then everything else.

Some others may be able to add upon this, or clarify some points, but I believe I got the gist of it.

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