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Performance lag
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Yes I am calling Application.DoEvents.
No I''m not creating the mesh in the Render loop.
Sample:
''Clear the backbuffer to a blue color
m_obj3DDevice.Clear(ClearFlags.Target Or ClearFlags.ZBuffer, m_colBackColour, 1.0F, 0)
''Begin the scene
m_obj3DDevice.BeginScene()
'' Setup the world, view, and projection matrices
SetupMatrices()
'' Meshes are divided into subsets, one for each material. Render them in a loop
Dim intX As Integer
For intX = 0 To m_matMaterial.Length - 1
'' Set the material and texture for this subset
m_obj3DDevice.Material = m_matMaterial(i)
'' Draw the mesh subset
m_mshMesh.DrawSubset(i)
Next intX
''End the scene
m_obj3DDevice.EndScene()
m_obj3DDevice.Present()
No I''m not creating the mesh in the Render loop.
Sample:
''Clear the backbuffer to a blue color
m_obj3DDevice.Clear(ClearFlags.Target Or ClearFlags.ZBuffer, m_colBackColour, 1.0F, 0)
''Begin the scene
m_obj3DDevice.BeginScene()
'' Setup the world, view, and projection matrices
SetupMatrices()
'' Meshes are divided into subsets, one for each material. Render them in a loop
Dim intX As Integer
For intX = 0 To m_matMaterial.Length - 1
'' Set the material and texture for this subset
m_obj3DDevice.Material = m_matMaterial(i)
'' Draw the mesh subset
m_mshMesh.DrawSubset(i)
Next intX
''End the scene
m_obj3DDevice.EndScene()
m_obj3DDevice.Present()
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