17 years, 4 months ago
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Community contributions featuredOnly that you have to write entirely separate code for the 360 where all memory is shared. Just something to bear in mind.Edit: If you want to do the transformations on the…
17 years, 4 months ago
17 years, 4 months ago
Consider using 2 or 3 normal vertex buffers and cycle through them, rather than a single dynamic vertex buffer. That way it would work on the Xbox 360 as well and the locks…
17 years, 4 months ago
18 years, 6 months ago
Here's the method I like:In the end even the most complex/unusual entity types will boil down to one or more DrawPrimitive calls with associated set calls for shaders/sampl…
18 years, 6 months ago
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See all in DiscussionsOnly that you have to write entirely separate code for the 360 where all memory is shared. Just something to …
17 years, 4 months ago
Consider using 2 or 3 normal vertex buffers and cycle through them, rather than a single dynamic vertex buffer. That …
17 years, 4 months ago
Here's the method I like:In the end even the most complex/unusual entity types will boil down to one or more …
18 years, 6 months ago