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2d graphics engine

Started by Raloth May 11, 2003 at 12:31 PM 2 replies 350+ views
Original Post
Raloth
Raloth
I know the basics of getting a 2d object on the screen using a textured quad, but how to actually implement that is driving me crazy. Do I go through the vertex buffer and only render the sprites that are on screen? It seems like a waste to only render 4 vertices at a time. And what about switching between the different textures? I want to group as many different sprite graphics as I can on a single texture but wouldn't it be slow to constantly switch textures? Help would be appreciated! [edit] I forgot to mention that I am using DirectX 8. DirectDraw gives me headaches... [edited by - Raloth on May 11, 2003 1:32:37 PM]
____________________________________________________________AAAAA: American Association Against Adobe AcrobatYou know you hate PDFs...
Roof Top Pew Wee
Roof Top Pew Wee
In my sig, you''ll see that I have a site for an engine that does all that you just described. However, I have forfeited some efficiency for ease of use. I see that you are concerned about the efficiency. Well, even though it''s not all implemented in the engine, I can give you some pointers. Just send me an IM on AOL Instant Messenger: ArmySarj.


--Vic--

The future of 2D game development:
Flat Red Ball
IFooBar
IFooBar
Hello

I wrote a small 2D engine some time back that you might find useful. You can download it from my site in my sig. I dont really remember if I left it in DX8 or changed it to 9. But even if it''s used DX9 just change all the 9''s to 8''s and that should do it.


:::: [ Triple Buffer V2.0 ] ::::
[size=2]aliak.net
Cipher3D
Cipher3D
you can take a look at this:

www.geocities.com/gamediceo/gamedialib.zip

I am Ciph, and that is what I am
I eat heart attacks

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