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MediaPortal 1
Development
General Development (no feature request here!)
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<blockquote data-quote="Frodo" data-source="post: 9252" data-attributes="member: 10277"><p>>Have you thought about using Sprites? </p><p>Yes, i did some tests, but i didnt see any performance improvements. Maybe i did it wrong</p><p></p><p>>As for porting to C++, you probably won't gain much performance </p><p>>increase in the DX region of code, since MDX just calls the C++ </p><p>>equivilant APIs anyway.</p><p>Well it saves interop, so i do think it will help</p><p></p><p>>What are you doing at the moment, are you using textured quads to </p><p>>draw to the screen, is there any 3D in it?</p><p>No 3d. All objects are 2D. Basicly MP only renders textures to the screen using trianglelists</p><p></p><p>>How are you loading textures? </p><p>I use the overloaded function and specify 1 for the mipsmaps parameter</p><p></p><p>>Also consider using a resource cache if you aren't already. </p><p>MP caches resources. It will only create 1 direct3d texture and give pointers to any code interested</p><p></p><p>>Setting Device.Texture = ... is one of the most expensive (cycles) </p><p>Indeed, and also locking vertex buffers seems 2b expensive</p><p></p><p>frodo</p></blockquote><p></p>
[QUOTE="Frodo, post: 9252, member: 10277"] >Have you thought about using Sprites? Yes, i did some tests, but i didnt see any performance improvements. Maybe i did it wrong >As for porting to C++, you probably won't gain much performance >increase in the DX region of code, since MDX just calls the C++ >equivilant APIs anyway. Well it saves interop, so i do think it will help >What are you doing at the moment, are you using textured quads to >draw to the screen, is there any 3D in it? No 3d. All objects are 2D. Basicly MP only renders textures to the screen using trianglelists >How are you loading textures? I use the overloaded function and specify 1 for the mipsmaps parameter >Also consider using a resource cache if you aren't already. MP caches resources. It will only create 1 direct3d texture and give pointers to any code interested >Setting Device.Texture = ... is one of the most expensive (cycles) Indeed, and also locking vertex buffers seems 2b expensive frodo [/QUOTE]
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