Original Post
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?