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d3dx functions
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how much slower than what?
In any case, you probably don''t want to be creating textures in time critical code if you can avoid it.
In any case, you probably don''t want to be creating textures in time critical code if you can avoid it.
They''re not slow. In many cases, they''re optimized and/or accelerated. Use them freely (the functions, that is; I''ve heard that ID3DXSprite, for example, is a tad bit).
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Thanks to Kylotan for the idea!
[ GDNet Start Here | GDNet Search Tool | GDNet FAQ | MS RTFM [MSDN] | SGI STL Docs | Google! | Asking Smart Questions | Internet Acronyms ]
Thanks to Kylotan for the idea!
Acualy, they are nice and fast only if you spesify all the paramiteras and they match up with the files format. If now, then d3d has to resample everything.
I have overloaded the new/delete operator, and loading a bitmap with diferent paramiters realy moves ALOT of memery around.
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I have overloaded the new/delete operator, and loading a bitmap with diferent paramiters realy moves ALOT of memery around.
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I''m talking primarily of functions like D3DXMatrixRotationY and co. I generally prefer manual loading anyway (I''d use LoadImage instead of LoadIcon) for all resources.
[ GDNet Start Here | GDNet Search Tool | GDNet FAQ | MS RTFM [MSDN] | SGI STL Docs | Google! | Asking Smart Questions | Internet Acronyms ]
Thanks to Kylotan for the idea!
[ GDNet Start Here | GDNet Search Tool | GDNet FAQ | MS RTFM [MSDN] | SGI STL Docs | Google! | Asking Smart Questions | Internet Acronyms ]
Thanks to Kylotan for the idea!
The math routines are optimized for SSE and 3DNow (Known as Processor Specific Graphics Pipeline, or PSGP). They auto-
detect the processor upon the first call you make to any of them. You can turn this off with a reg key.
Trust me, you aren''t going to be them for perf.
detect the processor upon the first call you make to any of them. You can turn this off with a reg key.
Trust me, you aren''t going to be them for perf.
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