   D3D9 Render Optimization and Retrieving Poly Count
  Hi, im trying to optimize fps in a dx app I wrote,atm im using a high poly model for testing, I get 20 fps when rendering it.Ive tried d3ddev->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);And setting it to D3DCULL_NONE, there is no fps differnce... How can this be?Another performance wonder is that if I set my MULTISAMPLEANTIALIAS level to 7... I get a fps increase by 14%, why does my fps benefit from high antialiasing...?Are there any methods of optimizing what actualy gets rendered to increase fps?Im only rendering 1 tree, with no shaders or the sorts.Maby like not drawing triangles that are behind other tri's.And is there a way to retriev the poly count that is currently being rendered on the screen?[Edited by - Tingle on June 10, 2010 6:04:29 AM]
  If you're using an ID3DXMesh, you can try using some of the mesh optimization functions. There's some info on that here, but that article is old and some of the functions probably changed since then, so you'll need to use the DirectX documentation to figure out the differences.Or you can try googling for a more recent tutorial.   ;  Please don't Cross Post.   