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D3D Sprite problem.Please help

Started by BillOB1 Dec 23, 2004 at 7:48 PM 0 replies 850+ views
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BillOB1
BillOB1
I am now using D3DSprite to draw 2d sprites on the screen(640*480) But I discovered the following phenomenon: 1.I draw the same sprite of size 189*89 several times to fill up the whole screen 2.I draw one sprite of size 640*480 to fill up the whole screen(Just call spriteDraw once) Both sprites in 1 and 2 are on the same image(load to the same LPD3DTEXTURE) Now I found that 1 is much fast than 2: Scene 1 runs at over 1000 fps but scene runs only about 90 fps Why is this happening?So could I just break down the bigger image to smaller pieces and draw them part by part to get a higher fps rate?
Coleco
Coleco
First of all, I hope that 189x89 sprite is just for some goofy test...please don't ever use such an odd size...lol

Seriously, when you are blitting one large 640x480 sprite, you may be trashing your texture memory...what kind of video card do you have? It may not support textures larger than 256x256 (doubtful).

Some code might help
Rock the cradle of love! You stupid WANKER!

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