Chapter 3. Rendering Using Simple Techniques

IN THIS CHAPTER

  • Using Vertex Buffers

  • Texturing Our Objects

  • In Brief

The rendering done up to this point hasn't been done very efficiently. New lists of vertices were allocated every time the scene was rendered, and everything was stored in system memory. With modern graphics cards having an abundance of memory built into the card, you can get vast performance improvements by storing your vertex data in the video memory of the card. Having the vertex data stored in system memory requires copying the data from the system to the video card every time the scene will be rendered, and this copying of data can be quite time consuming. Removing the allocation from every frame could only help as well.



Managed DirectX 9 Graphics and Game Programming, Kick Start
Managed DirectX 9 Kick Start: Graphics and Game Programming
ISBN: B003D7JUW6
EAN: N/A
Year: 2002
Pages: 180
Authors: Tom Miller

flylib.com © 2008-2017.
If you may any questions please contact us: flylib@qtcs.net