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HexDump

Dirty Boxes in dx 8

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I have a nice gui, and I render all the components every frame, so this slow down frame rate a lot. I have heard about dirty rectangles (a nice old feature used in 2d games, etc... wich consists in saving the background part that the sprites/objects overlap and render only this parts the next frame. The problem is, will this speed up things in using dx8 where everything is 3d?, is there any good way to apply it, is it worth the effort to implemnt such engine?. Thinking about it I found some problems, for example, to preserve compability with old cards, you need to load backgrounds based in 256x256 textures. Think now you have an sprite/object overlaping 2 different 256x256 textures, will it be too much slow to compose the final dirty rectangle from this 2 textures?, what I mean is, you have to lock 2 textures, copy the part you need, unlock, etc... ufff, a pain... is there a better method? :/. Well thnx in advance, and sorry for my poor english, hope you all understand my beginner questions. Byez!!!

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