Is this because of the K6-2's notoriously slow FPU? If so, is there a good way to minimize its impact? Much of the render code uses floats (since they are Direct3D's instrument of choice).
Any advice would be appreciated.
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Is this because of the K6-2's notoriously slow FPU? If so, is there a good way to minimize its impact? Much of the render code uses floats (since they are Direct3D's instrument of choice).
Any advice would be appreciated.
Use lower resolution models, less vertices to transform.
Prevent retransformation if you're doing it (for things like multipass multitexturing) by using ProcessVertices(), and then reusing the buffer.