Question of DirectX Image Efficiency
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I'm developing a DirectX card game and had a quick question of design effiiciency. I've got two ways in mind to draw the cards to the backbuffer. One, create one big image file with the whole deck laid out, load that to a surface, then just copy the rect for whichever card I need. Or two, create three different images ( one for the card body, one with the suit images, one with the card numbers ) and use copy rects and transparancy where needed to stack the images to make a card. I understand the first method will take up more total memory to store the image, but I'm not sure what extra resources the second would use with all the extra function calls. Any thoughts or other ideas for accomplishing the task? I realize it's not necesary since most computers can do it fine either way, but I'm shooting for efficiency and speed here. Thanks. Always Fear the Man with Nothing to Lose Jeryth