Original Post
I was wondering if I could consult with someone who knows some advanced stuff about DirectX... I''m part of a team making a 2D game in Direct3D (to take advantage of alpha-blending...) and the graphics in the game seem to be taking up MUCH more space in RAM than we expected, about 3-4 times as much. I was wondering if there was more going on than I though with the Direct Draw surfaces. Each surface is being tagged as a texture in the surface descriptor, ie:
ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
Is there something I''m missing about how the surfaces are stored that would account for such a miscalculation. Believe me, we went through the calculations several times... we have to be missing a key concept about how the images are stored. How much overhead (extra RAM) does each surface have besides the memory required to store the image?
Thanks,
-Aaron