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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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tcige

why SetFVF is called in every render?

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i find in all books, SetFVF and SetStreamSource is called in render

 

why not call it before render, then it is called only once

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It depends, SetStreamSource() is used to set the vertex data that you want to draw, SetFVF() is used to set the vertex stream declaration.

 

For example: If you are drawing from 10 different vertex buffers and the same vertex declaration you could use SetFVF() once and SetStreamSource() 10 times.

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In sample code you'll generally see this because the purpose of sample code is to show what needs to be done, not necessarily in the most efficient manner.  Think about it: if you were working from a sample that had omitted a SetFVF call wouldn't you be inclined to omit it too?  What if that call was actually needed?  Would you consider that to be good or bad sample code?

 

In the real world you don't always have the same FVF for everything you're drawing.  A mesh might have a fatter vertex with position, normal, 2 sets of texcoords, maybe some blend weights, etc.  Your 2D GUI may just have position and one set of texcoords.

 

One approach that people do is to wrap the SetFVF call so that if the newly requested FVF is the same as the old one, the SetFVF call can be skipped.  That kind of thing is normally omitted from sample code for the purposes of brevity and clarity but it should be self-evident to anyone reading it.

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