使用以下代码, 1个最大网格绘制为60 FPS, 2个最大网格绘制在33~FPS, 3个最大网格绘制在28~FPS, 4个最大网格绘制在20~FPS。 我做错了什么,还是达到某种限制?我似乎并没有绘制很多多边形,但是我还是编程新手所以我不太了解。请提供一些有效的建议。谢谢。
class PolygonManager
{
List<List<VertexPositionColor>> vertices;
VertexBuffer vertexBuffer;
List<List<int>> indices;
IndexBuffer indexBuffer;
int meshRef;
int indexRef;
Random random;
public PolygonManager()
{
vertices = new List<List<VertexPositionColor>>();
vertices.Add(new List<VertexPositionColor>());
indices = new List<List<int>>();
indices.Add(new List<int>());
meshRef = -1;
indexRef = 0;
random = new Random();
}
public void CreateMesh(int length, int width, Vector3 position, Color color)
{
meshRef = -1;
indexRef = 0;
for (int i = 0; i < vertices.Count; i++)
{
if (vertices[i].Count <= 65536 - (length * width))
meshRef = i;
}
if (meshRef == -1)
{
vertices.Add(new List<VertexPositionColor>());
indices.Add(new List<int>());
meshRef = vertices.Count - 1;
}
indexRef = vertices[meshRef].Count;
for (int y = 0; y < length; y++)
{
for (int x = 0; x < width; x++)
{
vertices[meshRef].Add(new VertexPositionColor(new Vector3(x, 0, y) + position,
new Color(color.R + (random.Next(-10, 10) / 100), color.G + (random.Next(-10, 10) / 100), color.B + (random.Next(-10, 10) / 100))));
}
}
for (int y = 0; y < length - 1; y++)
{
for (int x = 0; x < width - 1; x++)
{
int topLeft = x + y * width;
int topRight = (x + 1) + y * width;
int lowerLeft = x + (y + 1) * width;
int lowerRight = (x + 1) + (y + 1) * width;
indices[meshRef].Add(topLeft + indexRef);
indices[meshRef].Add(lowerRight + indexRef);
indices[meshRef].Add(lowerLeft + indexRef);
indices[meshRef].Add(topLeft + indexRef);
indices[meshRef].Add(topRight + indexRef);
indices[meshRef].Add(lowerRight + indexRef);
}
}
}
public void Draw(GraphicsDevice graphicsDevice, BasicEffect basicEffect)
{
for (int v = 0; v < vertices.Count; v++)
{
vertexBuffer = new VertexBuffer(graphicsDevice, typeof(VertexPositionColor), vertices[v].Count, BufferUsage.WriteOnly);
vertexBuffer.SetData<VertexPositionColor>(vertices[v].ToArray());
graphicsDevice.SetVertexBuffer(vertexBuffer);
indexBuffer = new IndexBuffer(graphicsDevice, typeof(int), indices[v].Count, BufferUsage.WriteOnly);
indexBuffer.SetData<int>(indices[v].ToArray());
graphicsDevice.Indices = indexBuffer;
foreach (EffectPass effectPass in basicEffect.CurrentTechnique.Passes)
{
effectPass.Apply();
for (int i = 0; i < 6; i++)
{
graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices[v].Count, 0, indices[v].Count/3);
}
}
}
}
}
答案 0 :(得分:4)
移动初始化缓冲区的代码并在draw方法之外写入数据应该会显着提高性能。
创建顶点和索引缓冲区是一项昂贵的操作。对于静态网格物体(顶点不会改变),您可以重复使用缓冲区。
如果顶点/索引经常变化(每帧一次),请使用动态缓冲区。