Skip to main content
gamedev.net
🔒 Locked

How To Render Queue

Started by stefu Aug 10, 2001 at 2:48 PM 0 replies 500+ views
Original Post
stefu
stefu
Hi people, I turned my game to use BSP for drawing the scene instead of D3DXMesh portals. Triangles Drawn per frame dropped from 20000 to about 400. The framerate is still ''bout the same but I''m rendering one triangle per DrawPrimitiveUP call and calling SetTexture for each triangle :D Now I need to queue triangles and render them all at once for each texture. How do I do this using Dynamic VertexBuffer. 1. Separate Queue for each texture. 2. A queue for triangles and texturepointer. 3. I have no idea. Thanks.

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.