Hi all,
Im using the following function to create my device:
public void initializeGraphics()
{
PresentParameters pres = new PresentParameters();
pres.Windowed = true;
pres.SwapEffect = SwapEffect.Copy;
pres.EnableAutoDepthStencil = true;
pres.AutoDepthStencilFormat = DepthFormat.D24SingleS8;
device = new Device(0, DeviceType.Reference, this.picDevice, CreateFlags.HardwareVertexProcessing | CreateFlags.MultiThreaded,
pres);
device.RenderState.CullMode = Cull.None;
vertices = CreateVertexBuffer(device);
}
As you can see, Im using DeviceType.Reference because my users have lousy video cards. The problem I have is that the models Im trying to display are pretty large and my application runs incredibly slow (probably less than two frames per second).
Does anybody know if theres a way of making my application faster without the help of Hardware?
Do you think OpenGL would be faster than DirectX? (without using hardware of course)
Thanks
Im using the following function to create my device:
public void initializeGraphics()
{
PresentParameters pres = new PresentParameters();
pres.Windowed = true;
pres.SwapEffect = SwapEffect.Copy;
pres.EnableAutoDepthStencil = true;
pres.AutoDepthStencilFormat = DepthFormat.D24SingleS8;
device = new Device(0, DeviceType.Reference, this.picDevice, CreateFlags.HardwareVertexProcessing | CreateFlags.MultiThreaded,
pres);
device.RenderState.CullMode = Cull.None;
vertices = CreateVertexBuffer(device);
}
As you can see, Im using DeviceType.Reference because my users have lousy video cards. The problem I have is that the models Im trying to display are pretty large and my application runs incredibly slow (probably less than two frames per second).
Does anybody know if theres a way of making my application faster without the help of Hardware?
Do you think OpenGL would be faster than DirectX? (without using hardware of course)
Thanks