Original Post
Hi, i'm attempting to roll my own sprite system with directx 9. I am aware of the ID3DXSprite interface, but want to be able to connect pixelshader programs to seperate sprites etc. and I don't think that is possible with the supplied interface. Anyhow, what i'm wondering is if making a drawprimitive call for each sprite in my scene is that much of a performance hit? I know it would probably be better to send all my sprites in one drawprimitive call, but I can't think of a reasonable way of doing this. One way might be to add all the sprites to a vertexbuffer and just render that, but i'd really like to be able to transform each sprite by a matrix to be able to scale and rotate them. Any advice?