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RE: performance question



Well, I'd expect a normal program to need to clear the viewport once a frame. If you are rendering into a texture you'll need to clear the viewports for the smaller surfaces you're rendering into. The technique you mention would definitely not be worth the effort. Why do you need to clear the viewport more than once?
 
Idaho
-----Original Message-----
From: gameprogrammer-owner@gameprogrammer.com [mailto:gameprogrammer-owner@gameprogrammer.com]On Behalf Of Aykut Ozak
Sent: Sunday, December 10, 2000 9:41 PM
To: gameprogrammer@gameprogrammer.com
Subject: performance question

have been working on d3d8 and will be very pleased if someone enlightens me on these questions
-as written in documentation we should avoid clearing the viewport as many as we can,so how can we move objects without doing so,
-and if we have to clear it anyway I think defining a primitive (for ex.) box and assigning a texture which is the previous scene rendered excluding the object/s we are moving would be the way to reach a normal rate of fps. so how can we get the rendered scene as a texture? i mean just getting a screen snapshot- i think i got the surface as IDirect3DSurface8 interface with GetFrontBuffer(...) , but how do we assign it as texture over an object
-and how do we get a surface interface to backbuffer and do operations like 2d blitting - for text operations maybe
 
thanks in advance,
aykut