Noob q on primitives
I have a newbie DX8 question. Say I had about 50 quads I wanted to copy across the screen. They represent seperate game pieces if you''re wondering why I''d want to do this. What''s the most efficient way to do this? From what I''ve heard, passing so few verticies to 50 draw primitive calls isn''t the way to go.
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Herb M. (mdfmKoRn)
www.sky-meyg.com
s3202@attbi.com
With 50 quads it likely won''t make a difference.
10,000 quads is a different story.
Never-the-less, you could make one (modifiable) vertex buffer and render with one call as a triangle list. However, triangle list are the least efficient way to render vertex buffers. But you couldn''t use fans or strips with only one drawprimative call. If you made a call per quad, you could render them as either a strip or fan.
That''s actually an interesting question, because I have the same decision to make with my GUI (which uses screen aligned quads).
If the Dx DrawPrimative calls weren''t so expensive it''d be an easy choice. (Though, again, it probably doesn''t matter with 50 of them).
10,000 quads is a different story.
Never-the-less, you could make one (modifiable) vertex buffer and render with one call as a triangle list. However, triangle list are the least efficient way to render vertex buffers. But you couldn''t use fans or strips with only one drawprimative call. If you made a call per quad, you could render them as either a strip or fan.
That''s actually an interesting question, because I have the same decision to make with my GUI (which uses screen aligned quads).
If the Dx DrawPrimative calls weren''t so expensive it''d be an easy choice. (Though, again, it probably doesn''t matter with 50 of them).
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