i want draw bitmap using d3d9.. got code here , works out. draw me box , image, when draw box got fps around 60. when uncomment code drawing bitmap got fps between 5-30 , it's lagging. what's wrong code ?
private void d3d9render() { { drawing.device.clear(d3d9.clearflags.target, color.fromargb(0, 0, 0, 0), 1.0f, 0); drawing.device.beginscene(); drawing.drawtext("fps : " + fps.calculateframerate().tostring(), drawing.width - 72, 220, color.white); drawing.drawbox(v.x, v.y, 90, 7); /* drawing.drawtexture(new bitmap("test.jpg")); drawing.sprite.begin(d3d9.spriteflags.none); drawing.sprite.draw(drawing.texture, drawing.texturesize, new vector3(0, 0, 0), new vector3(v.x-65, v.y-55, v.z), color.white); drawing.sprite.end(); */ drawing.device.endscene(); drawing.device.present(); } while (true); } public static void drawtexture(bitmap image) { texture = new texture(device, image, usage.none, pool.managed); using (surface surface = texture.getsurfacelevel(0)) { surfacedescription surfacedescription = surface.description; texturesize = new rectangle(0, 0, surfacedescription.width, surfacedescription.height); } }
have tried allocating bitmap outside of render loop? depending on size of bitmap, slow things down. you're allocating , re-allocating space bitmap each iteration of loop.
move allocation outside of loop , render (that 1 allocation) in render loop.
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