I render an animation with 100+ frames. (Direct X9,Sprites / Pngs) I load them all in an array and render them.
How i do it: Load all frames in an array of bytes. When i need the frame x, i create the sprite from the specific buffer with "D3DXCreateTextureFromFileInMemoryEx & D3DXCreateSprite". I do that, bec loading them at the start& at device lost etc takes ages.
My question now: What can i do? Creating the sprite takes very long but why? I googled that including all frames into 1 png and rendering regions from it is faster but isnt that like crazy ? I would get files sizes of 100k x 1080px.
The scenario looks the following: - Consumes about 100 mb ram (i am okay with that bec its only displaying 1 animation, so about 100 mb total ram for the program) - Consumes a lot of cpu (not okay, its just rendering 1 sprite at a frame, why does it have way more consume than my 3d rendering)
ID3DXSpritecomes from)? Why not use DirectX 11? \$\endgroup\$