Fiddel

first of all, I'm using d3d 9.0 C# 1.1

And now to the problem: I'm writing a little application in which i parse a dxf file (contains geomtry information) and render it. the application allows pan, tilt and zoom.

big dxf files containes thousands and more entities.

at the moment I'm rendering the entities to a texture and then I'm rendering the texture. the problem is when i render on a texture with a X8R8G8B8 format it acts like a bitmap - which means, when I'll zoom in the objects (for example lines) will become thicker. (I want them to stay at the same size).

I saw that there's a format called VertexData but I couldn't create a texture with that format.

I would like to render it staright to the device, but every cycle of render will take from 1 second (small file) to more than 10 seconds (big files).

don't ask me for code, because i have too much of it :)

I hope you can help me.
Thanks.



Re: Game Technologies: Graphics Rendering Question

Bad Habit

From what I gather from dxf files is that they hold vertex data, wouldnĄŻt it be better to load the data into a vertex buffer or mesh and render that You can use a viewing frustum to exclude irrelevant data from a scene, going as far as using a quadtree or octree to exclude whole sections of data from a scene.





Re: Game Technologies: Graphics Rendering Question

Fiddel

thanks for the reply,

I am loading the data into a vertex buffer, but it can take up to 10 seconds to render it all. it's not a reasonable time.

that is why i'm rendering the vertex buffer data on a texture (only one time), and then i render the texture which takes almost zero time to do.

how can I load the info into a mesh and would it solve my problem





Re: Game Technologies: Graphics Rendering Question

Bad Habit

It could do. Check out on how to use a progressive mesh so you can adjust the level of detail of the mesh data. When the object is far away you can turn the LOD down and as it gets closer turn the detail up.


Checkout chapters 10 and 11 of this book.
http://austin.youareinferior.net/books/Wordware_-_Introduction_to_3D_Game_Programming_With_DirectX_9.0_%5b2003%5d.pdf


Also checkout chapter 12 of this book for frustum and quad- / oct- trees.
http://austin.youareinferior.net/books/Programming_Role-playing_Games_With_DirectX_-_fly.pdf


Their servers a bit slow, it could take about half an hour or so, but itĄŻll explain things better than I could.





Re: Game Technologies: Graphics Rendering Question

Fiddel

Thanks a lot,

But as i understand mesh only renders triangles which is not good for me, because i need to render point list (which cunstracts an arc or a circle), line lists (which cunstracts polygons) and text.

Am I wrong





Re: Game Technologies: Graphics Rendering Question

Bad Habit

ThatĄŻs right. I had it in my mind that it was like a terrain map or building you were trying to render, I donĄŻt know where I got that vision from, it must have been the Caligari architecture tutorial I was going through.

Apart from creating your own mesh class for drawing lines you might be better off creating several textures, one (or even several) for close ups and some others for further distances then you can interchange when required.