I want to draw huge amount of same textured quads (tile mapping). Textured quads will have same size and same texture coordinates but different coordinates on screen.
I use VertexBuffer
and DrawPrimitive(D3DPT_TRIANGLELIST, ...)
If quads are located one after another I can use texture repeating (set texture coordinates > 1) and only 6 vertices in VertexBuffer
.
If quads are at different position I create 6 vertices for each quad in VertexBuffer
and this method has poor performance (less than 60 FPS starting from 1500000 vertices on powerfull computer).
SOFTWARE_VERTEXPROCESSING
is used for compatibility purposes.
Is there any better approach to draw huge amount of small same textured quads in different position?
Thanks in advance.
I think you should consider using quadtree approach