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Texture question

Started by hksduhksdu Nov 18, 2004 at 9:42 PM 0 replies 300+ views
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hksduhksdu
hksduhksdu
Hi, I am very sorry to bring up this question again since I didn't get a reply and this is pretty critical to my project so I hope to get some hints here. I found that when I use wrap with a repetitve of 100 times in UV coordinate a 64x64 pixels JPG texture on a cube, the frame rate drops more than 70%(from 90FPS to 30%). And I found that many games are using repeating small textures technique in order to have some effects on low polygons. I followed some tutorials online and my book to make this demo but it brings me this issue, I wonder if this is actually correct(the limitation of hardware) or it is just because the way I did was incorrect. Here is a list of my renderin state: pdxdevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); pdxdevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); pdxdevice->SetRenderState(D3DRS_LIGHTING, FALSE); pdxdevice->SetRenderState(D3DRS_NORMALIZENORMALS, FALSE); pdxdevice->SetRenderState(D3DRS_ZENABLE, TRUE); pdxdevice->SetRenderState(D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL); pdxdevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); pdxdevice->SetRenderState(D3DRS_DITHERENABLE, FALSE ); pdxdevice->SetRenderState( D3DRS_COLORVERTEX, FALSE); pdxdevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP); pdxdevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP); Anyone? Thanks in advance, Andy

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