Original Post
Hi im creating a texture dynamically, as a POOL_SYSTEMMEM texture. Im locking it with LockRect(0,▭,0,0);
writing some pixels to it and the unlock it.
Then i get its surface, and copy this surface with UpdateSurface to a POOL_DEFAULT surface, which i then draw as a sprite.
However since i have done this my program slows down every now and then.. like it is waiting maybe..
Is there any special considerations with updateSurface, or lockrect? what flags should the textures/surfaces have ?
To me it seems as since the POOL_SYSTEMMEM texture is in systemmem... there should never be anything to wait for there?
this is how i create the textures:
result=D3DXCreateTexture(m_pd3dDevice, 256, 256, 1, 0, A8R8G8B8, D3DPOOL_SYSTEMMEM, &m_pSysmemTexture);
result=D3DXCreateTexture(m_pd3dDevice, 256, 256, 1, 0, A8R8G8B8, D3DPOOL_DEFAULT, &m_pDefaultTexture);
Thanks for any help !!