Original Post
Hi, (Seems to be a lot of GUI threads at the mo, so here's another!) I am trying to write my GUI so that I am batching the drawing. Instead of each GUI element being rendered each frame, I am attempting to batch together the rendering, reducing overall load. Each floating window is first marked as dirty when the app starts. During update(), they render themselves and their children to a section of a RENDERTARGET texture (shared with other GUI windows). They are then marked as clean. During render(), the shared texture is used as the source texture for all the windows. If any of the windows are updated, they are marked as dirty, and only those will be updated on the next frame. I am considering only allowing updates every nth frame (with n being the largest value I can get away with without lag being apparent!) Does this approach sound worthwhile? It seems the RENDERTARGET textures will be locked and unlocked a lot, is this any better than just rendering to screen? Thanks for your advice! Simon