Dirty rectangles game
Dirty rectangles is good in graphic heavy 2d games. For what you are creating I would say to get the most speed out of you game your best bet would be to implement a dirty rectangles system. I don''t really understand you problem on the clipping area being the size of the screen. But, none-the-less, I believe the best way to do a dirty rectangles system is to have a ''buffer'' image that is constantly displayed to the screen to prevent seeing grabage and flickering Direct X only?
Then determine ''what'' has moved on the screen, then deteremine if it is even IN the game screen. If it is you need to determine what other graphical objects it is linked to, but there is a possibility that he could be linked over different object at different times.
Hope that helps, if I was wrong, please be gentle -Rem. Rem, What I mean about the clipping area being the entire screen is, since I have so many objects, each one has its own clipping area thus the rectangle. So I was wondering if it was even worth using dirty rectangles since I''d end up redrawing the whole screen again. Perhaps I should draw my terrain on the buffer surface, then draw the dirty rectangles only the ones that need to be redrawn onto the buffer surface on top of the terrain, then blit the buffer to the primary surface?
Thanks for the help, Brian. This topic is closed to new replies. Josheir Internship Possibility Games Career Development. Simple yet effective game engine architecture patterns? In order for you to be sure of this we will show you only a part of the questions and tasks from this game: Truth Tell me, how many partners did you have in two years?
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Tell us about the most curious and fun event at the party. What is your favorite author and why? What is your favorite alcoholic drink? How much do you need to drink it to get drunk? The scroll rectangle allows the operating system to copy and translate the previously rendered content on the new frame and to render only the new line on the new frame. Our app passes 2 dirty rectangles and the scroll rectangle.
The scroll rectangle is the area of the previous frame that the operating system needs to copy to the current frame before it renders the current frame.
The app specifies the animating video and new line as dirty rectangles, and the operating system renders them on the current frame. The dashed rectangle shows the scroll rectangle in the current frame. The arrow shows the scroll offset. Filled rectangles show dirty rectangles that the app updated with new content. The next illustration and sequence shows an example of a DXGI flip-model presentation operation that uses dirty rectangles and a scroll rectangle. In this example we use the minimum number of buffers for flip-model presentation, which is a buffer count of two, one front buffer that contains the app display content and one back buffer that contains the current frame that the app wants to render.
When you use dirty rectangles in your app, you must track the dirty rectangles to support incremental rendering. The runtime copies only the differences between updated areas of the previous frame and updated areas of the current frame onto the current back buffer.
If these areas intersect, the runtime copies only the difference between them. In the simplest case, when you update a single dirty rectangle per frame, the dirty rectangles across two frames might intersect. To find out whether the dirty rectangle of the previous frame and the dirty rectangle of the current frame overlap, you need to verify whether the dirty rectangle of the previous frame intersects with the dirty rectangle of the current frame.
After the code snippet determines that the two dirty rectangles intersect, it calls the ID3D11DeviceContextCopySubresourceRegion1 method to copy the region of intersection into the current frame.
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