Original Post
First off I''ve been doing a bit of searching but have been unable to find a tut on square tile engines in d3d. I''ve found plenty of iso ones, which has given me at least an idea how to set up tiling. Here''s a few questions so far:
1. What''s the best primitive type to use for rendering my tile quads? I know that strips are the fastest, but from the examples I''ve seen no one uses them. And I can''t figure out how to set them up (because they have to all be interconnected).
2. Many of the examples use untransformed vertices, which I''m using, but few of them keep their vertices in cube space. Does it matter if the vertices are not in cube space originally?
3. I''m still confused how to setup a tile vertex buffer. Some use on quad and just transform it over and over, making multiple calls to drawprimitive. Others have huge buffers with every tile in them. How exactly should I approach this?