So, I've been puttering around with a few books on DirectX (specifically 10) and am trying my hand at building a game that uses it, but I'm stumped by a problem that none of the books seem to mention: I'm building an isometric map with sprites and as the board gets larger, the program slows down dramatically. Each tile is 64x45 and by the time that I have constructed a 36x19 (684) tile map with sprites, it takes roughly 6 seconds for my application to load up and about 5 seconds between each frame. Since debugging with breakpoints hasn't yielded any good clues I've narrowed down the area in my current code where the problem is to this specific section:
Any help would be appreciated.
const FLOAT clearcolor[4] = {0.0f, 0.0f, 0.0f, 0.0f};
pD3DDevice->ClearRenderTargetView(pRenderTargetView, clearcolor);
if(spriteObject != NULL){
spriteObject->Begin(D3DX10_SPRITE_SORT_TEXTURE);
pD3DDevice->OMGetBlendState(&pOriginalBlendState10, OriginalBlendFactor, &OriginalSampleMask);
if(pBlendState10)
{
FLOAT NewBlendFactor[4] = {0,0,0,0};
pD3DDevice->OMSetBlendState(pBlendState10, NewBlendFactor,0xffffffff);
}
D3DXMatrixScaling(&matScale, 64, 45, 1.0f);
for(int y = 0;y < 36;y++){
px=0;
if(y % 2 == 1)
px-=32;
for(int x = 0;x < 19;x++){
D3DXMatrixTranslation(&matTrans, px, viewport.Height - py, 0.1f);
testTile.matWorld = (matScale * matTrans);
spriteObject->DrawSpritesImmediate(&testTile, 1, 0, 0);
px+=64;
}
py+=23;
}
spriteObject->End();
pD3DDevice->OMSetBlendState(pOriginalBlendState10, OriginalBlendFactor, OriginalSampleMask);