Original Post
Hi,
I have a star field, and I''m using my own transformations to animate it. Using this data, I''m creating an array of vertices for each star. Each star has four vertices, along with color and texture coordinates, and the four vertices make up a quad that I render using triangle strips. Each time the stars are changed, I have to recreate my vertices and recopy them to the vertex buffer.
I''m wondering if this is a good way to do this? Are there any optimizations I can employ? I don''t think theres any way I can get the data to be untransformed, but I just want to be sure I''m doing this in a good way. For example, what is the best setup for my vertex buffer? My vertices are sorted by texture (well, not exactly, I just render a fixed number of them with one texture and then another fixed number with a seperate texture).
Another question I have is, why does the FPS increase so remarkedly when going from windowed to full screen mode? In quake 3, when I press alt-enter to switch to windowed mode, there is virtually no difference in frames per second if I run a timedemo. Also, in some of the DX sample apps (skinned mesh for example), there isn''t much difference when switching either. I get about 330 fps at 640x480 in windowed, and 800fps in fullcsreen. Same bit depths etc. Anyone have any idea what can be causing this?
Thanks,
IceGod