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well to solve our performance problems we should batch all direct3d actions

so that when a frame needs to be rendererd, mp just draws 1 mesh

todo this we need to batch together all textures & fonts

So in short

- instead of having 1 vertex buffer per object, we need to have 1 big vertex buffer

- instead of calling DrawPrimitive() for every object we need to put them all in 1 mesh and just draw that one

- minimize any other direct3d calls (state/render changes)

- check which functions are supported by the card and don't use non-supported functions


frodo


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