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Help!How to draw all the objects in only one DrawPrimitive() call?

4 posts in this topic

Hello,everybody.I think i am new,i am alan,i am from China.I moved to NewZealand one year ago.
But my English still not good.Please don't mind.
I got some questions when i was programming and i don't know how to do,so i just ask some questions.
Some people said if you call DrawPrimitive for every objects it will be very slow.I understood it.
And they said we can draw all the objects in only one DrawPrimitive call.They said put all the object's vertex in a vertex buffer then call SetStreamSource and call DrawPrimitive for only once time.
First,i don't understand how to put all the objects in only one vertex buffer.
Second,i want to draw the texture in the objects,and they have the different texture,if it is only once DrawPrimitive call,how could i set the different textures for every objects?
I don't understand it at all.Could everybody help me please?
Oh,and i am making a 2D render,it doesn't need to be 3D but i hope it can be fast. Edited by AlanWu

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Well,I don't directx9 has texture buffer or texture array.
And,DeviceContext.Draw(int vertexCount, int startVertexLocation);
This function is for directx 10,directx 9 does not has it.
Directx9 has this one "HRESULT DrawPrimitive(
[in] D3DPRIMITIVETYPE PrimitiveType,
[in] UINT StartVertex,
[in] UINT PrimitiveCount
I don't understand,if i want to make a rectangle at point 0,0.And i want to make another rectangle at 10,10.How could i put all the these two vertices into only one vertex?If i just put them together they will connect each other,how to make them not connect?Could you give me a example?
I don't care texture now,solve the vertices first.
Thank you!

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The first question is finished.
I found my problem,i use D3DPT_TRIANGLESTRIP to draw because some articles said D3DPT_TRIANGLESTRIP is much faster than D3DPT_TRIANGLELIST,i change to D3DPT_TRIANGLESTRIP just now,it is ok.
Thanks everybody!

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