Multiplying objects in Direct3d9
Multiplying objects in Direct3d9
Multiplying objects in Direct3d9
Multiplying objects in Direct3d9
Multiplying objects in Direct3d9
Multiplying objects in Direct3d9 Multiplying objects in Direct3d9 Multiplying objects in Direct3d9 Multiplying objects in Direct3d9 Multiplying objects in Direct3d9 Multiplying objects in Direct3d9 Multiplying objects in Direct3d9 Multiplying objects in Direct3d9
Multiplying objects in Direct3d9 Multiplying objects in Direct3d9
Multiplying objects in Direct3d9
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Old 10-24-2006, 10:36 AM
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Faith Faith is offline
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Cool Multiplying objects in Direct3d9


Long time no see!
Yeah, so here is the thing.

Problem:
I have a direct3d9 project that I am making (With .NET) and I'm wondering whether or not there is an optimized way of multiplying a simple 2d quad, consisting of two triangles which I've stored into a vertexbuffer.

What I'm trying to achieve:
Being able to multiply that very same 2d plane into different positions huge amount of times without extreme performance loss (which I now have). To be more exact about it, I'm trying to make a starfield consisting of quads with a simple texture on them, but I now fail badly because of performance reasons. The project will have, like in old 2d games, certain Z-levels on which objects dwell. The levels that are higher in the Z-order overlap the so called Player and the ones that are under the player are overlap by everything on top of it... It's kinda semi-3d thing in an actual 3d space. Don't ask me why I'm doing this. I'll tell you anyway. Coz I wanna


What I have tried:
I've tried searching for this and came up with something called an Indexbuffer, but I'm not sure if it can be used for such an idea (or for different objects). Also an interesting consept I found was multiplying an object, by taking it from a place called "Model Space" multiple times. (Which I wouldn't know how to do at all) But I'm not sure if I understood it right anyway. Perhaps this could be done with using multiple world matrices? Ideas?

What I think could be tried:
I could try out making big planes instead of small ones and then on those draw the star-texture multiple times, with which I could reduce the amount of vertices on the scene to a minimum, and yet have almost the same effect of having many stars. Yet it makes me wonder if the huge amount of alphablending needed to make that look nice is too much for the thing. Is alpha blending even that costy?

What I'd like help with:
Hmm, I thought if I'd get some ideas on how to achieve a cool starsystem, and some comments on what I've thought above and maybe some pointers on how this or that could most wisely be achieved and then programmed.
Whatever it is that comes to ye mind, just throw it at me, coz I'd really appreciate it.

Thanks a bunch.

Edit:
Oh, I'm sorry, I guess this should've been put to the directX department. I've forgotten everythin'. Well, silly me.
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Last edited by Faith; 10-24-2006 at 10:55 AM. Reason: Stupidity
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Old 10-24-2006, 03:51 PM
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IceplugMultiplying objects in Direct3d9 Iceplug is offline
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I don't know what you're doing, but I would just put a whole lot of vertices inside of one vertex buffer. give them good texture coordinates, and then show them.
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Multiplying objects in Direct3d9
Multiplying objects in Direct3d9
Multiplying objects in Direct3d9 Multiplying objects in Direct3d9
Multiplying objects in Direct3d9
Multiplying objects in Direct3d9
Multiplying objects in Direct3d9 Multiplying objects in Direct3d9 Multiplying objects in Direct3d9 Multiplying objects in Direct3d9 Multiplying objects in Direct3d9 Multiplying objects in Direct3d9 Multiplying objects in Direct3d9
Multiplying objects in Direct3d9
Multiplying objects in Direct3d9
 
Multiplying objects in Direct3d9
Multiplying objects in Direct3d9
 
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