Original Post
I would like my game to run faster... for now, every sprite(textured quads) has its own vertex buffer. I guess having only 1 vertex buffer to update would make it run faster... I have thought of a way to do it and I would like to know if it would work. here is the new render() function I thought of:
Render()
{
int Number,i;
Number = SpritesPreRender();
App.D3D_device->SetVertexShader(MyVertex);
App.D3D_device->SetStreamSource(0,SpritesVB,sizeof(TexVertex));
for(i=0;i<Number;i++)
{
App.D3D_device->SetTexture(0,STextures);
App.D3D_device->DrawPrimitive(D3DPT_TRIANGLELIST,i*6,2);
}
App.D3D_device->SetTexture(0,NULL);
App.D3D_device->EndScene();
App.D3D_device->Present( NULL, NULL, NULL, NULL );
}
SpritePreRender() returns the number of sprites that needs to be rendered and gives them a unique number from 0 to last sprite.The sprites textures are stored in STextures[Sprite Unique Number] in SpritePreRender().