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c++directxdirectx-9

Huge amount of same textured quads


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.


Solution

  • I think you should consider using quadtree approach