   Low FPS with textured DirectX models
  Hi, everytime i convert my 3dmax model to direct X (using panda, deep exploration) and try to run it in my game or meshview, i get extremely low fps ~1.5fps, but get 1700+ without textures. Is there anyway to fix this, or is there anyway to convert it without getting these problems?Thanks 
  1) How big are the textures?Try using Mip Mapping (that will help reduce texel cache misses).Try reducing their size (in case your card doesn''t have enough video memory to fit all of them into memory at once).2) Do the textures mean you end up needing to render lots of subsets of the mesh?If so, it sounds like a mapping problem with the model itself.3) You''re not doing anything like creating the textures or locking them every frame are you ?4) Check that the texture sizes, shape and format/bit depth are legal on the hardware you''re using. For example some old cards required textures to be square, power of 2 in width and height, no larger than 256x256 and only 16bit colour. On those cards, not following those rules (exposed by the device caps), either gives you errors or terrible performance.5) That frame rate seems extremely low. Check that your textured version isn''t using the Reference Rasterizer due to some incompatibility with your textures, blend modes, indices etc.6) Try using the DEBUG Direct3D runtime with the output level set to maximum and take a look at what the spew tells you. You might be getting millions of error messages or warnings which would also explain the terrible frame rate.   --Simon O''Connorex  -Creative AsylumProgrammer &Microsoft MVP;  How oftern are you changing the texture you use?  You could be applying it too oftern.   APE;  im just using the MeshView example to open the file so im not sure how that code is doing anything, however it gives extremely low fps, what are the steps you guys use to convert from a Max file to .x? ;  Dude, write your own ASE parser. It can be written in about a day for simple static meshes (assuming you have a list with commentary of ASE commands). That way you`ll always know what are you importing, how many triangles and what is the FVF.It`s really worth it, believe me. You`ll spend weeks with .X and you`ll end up doing some importer anyway.As for your problem, show us what are you doing with textures in your code, please.    VladR Avenger game;  He is using MeshView, a tool/sample that comes with the DirectX SDK allowing you to view .X files. He does not have control over how it renders things (No code involved) I think S1CA is right when the 3D Model was converted over to X it created a large number of subsets based on the texture. When you render the mesh you are paying a huge penalty for all of the texture state changes required. Worst case would be 1 per face!!How many vertices/faces are in the mesh? ;  ~4000 for the mesh, ive managed to fix it by removing the bones in max before exporting, dont ask me why that works tho now i have a problem where im using 2 meshes that use the same texture file (same bitmap) and thats causing major fps lag, about 1fps, but when i render 1 object it runs at about 200fps 