Re: Threading, Loops, and Direct3D



I appologise for the vagueness of the last, post, but my code is very
complicated and by the time I'd gotten around to producing the simplest
version that re-produces the problem, I had solved it. The problem was
I was drawing some text directly to the screen with a
Microsoft.DirectX.Direct3D.Font object, and I was creating a new one
with each iteration of the while loop, which bogged it down after a
time. Moving it to a higher context (out of the while loop) fixed it.

.



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