C# Managed DirectX best practice in drawing large scenes?
Posted on 2007-08-01
Have a little experience working with C# Managed DirectX, I would like some general info I am not finding in the book.
I've setup some basic scenes with success, but I want to know about what is the best pratice as far as using buffers (video card memory right?) for rendering. I've been pushing the onpaint calls to include FOR loops which use the Mesh.DrawSubset() method. The application seems to slow down when i do it a couple of hundred times. This is regaurdless of whether the mesh is a cube or a sphere, so I'm pretty sure it's not the face/vertex count that is becoming a problem.
My questions are, what is the best practive for issueing the call to draw, when dealing with a high number of different meshes like you find in many modern 3D apps. Do I somehow load all my meshes into a buffer, and if so how? Is it possible to have a scene make a present() call using mulitple buffers? And what limitations do i face when trying to draw meshes which made be of vertext type (like if its just a color or if it has a bitmap texture). Do those meshes need to be loaded into different buffers?