D3DXCreateFont to create a D3DX Font then calling DrawText to render some
text. It works fine when the amount of text to display is not great, but I am
displaying millions of points and they all some text associated with them.
Therefore I have the DrawText function in a for loop and it is being
performed millions of times. Sure, on the screen, the text can merge together
and being unreadable, but that is another issue. It is taking about 50
seconds to render 2 million pieces of text.
What is the most efficient way I can render millions of pieces of text in
Direct3d 9.0?
You might also want to look at the new DirectWrite API which is part of the
DirectX 11 Runtime for such a text-heavy application.
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-Chuck Walbourn
SDE, XNA Developer Connection
This posting is provided "AS IS" with no warranties, and confers no rights.
=?Utf-8?B?bGlzdGVjaHRvbnk=?= <liste...@discussions.microsoft.com> spake the secret code
<41288B1D-2219-4F4C...@microsoft.com> thusly:
It sounds like you are labelling points. Are many of the labels
identical? If so, you can do better than ID3DXFont by caching the
text rendering to a texture and drawing a textured quad for the
repeated text.
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"The Direct3D Graphics Pipeline" -- DirectX 9 draft available for download
<http://legalizeadulthood.wordpress.com/the-direct3d-graphics-pipeline/>
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