While designing D3D10, a number of decisions were made to improve runtime efficiency (to reduce batch cost, basically). It’s no secret that D3D9 runtime is not exactly lean & mean – there is a lot of magic going on behind the scenes, a lot of validation, caching, patching…| zeux.io
Recently I was doing particle rendering for different platforms (D3D9, PS3, XBox360), and I wanted to share my experience. The method I came with (which is more or less the same for all 3 platforms) is nothing new or complex - in fact, I know people were and are doing it already - but nevertheless I’ve never seen it described anywhere, so it might help somebody.| zeux.io