You may encounter an error code saying error 153, unspecified error i.e. Now there are several ways to fix this problem and that is what we are going to do now.
All developers who create real-time solutions using 3D graphics worry about performance optimization. This section provides instructions on how to get the most out of your code.
Minimize state changes and chain other state changes.
Use the textures you want features are smoothed.
Draw objects in your scene from front to back.
Use triangular stripes instead of sleeves. For the best vertex cache performance, arrange the stripes to reuse the vertices of the circles as soon as possible.
Elimination of special effects that require an excessive amount of system resources.
Constantly check the performance of your final application.
Minimize vertex buffer changes.
Use fixed buffers whenever possible.
Use a larger static vertex buffer per FVF for static objects instead of a single object.
If your application requires random use in the AGP memory vertex buffer, select a vertex format extent in multiples of 36 bytes. If not, choose a smaller suitable size.
Draw with indexed primitives. This can certainly provide more efficient hardware vertex caching.
If the depth buffer file contains a stencil channel, always update the depth and stencil channels at the same time .
Combine shader instructions and data output whenever possible. For instance:
// Instead, just multiply and add, then use the data// regarding declarations:crazy r2, r1, v0, c0movement oD0, r2// Combine these two declarations because it excludes the main element// additional copy of the connection.crazy oD0, r1, v0, c0
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Making a robust database associated with the objects in your world is often the key to great Direct3D performance. These are more significant improvements over screening or hardware.
You should design the smallest amount of polygons a human can handle. Create a low-poly design by creating low-poly designs ahead of time. Add polygons whenever possible without impacting performance in subsequent development processes. Remember that the polygons you don't draw are the fastest.
Stack Primitives
To get the best rendering performance when cTo preserve functionality, try working on stacks with primitives and keep the number of render state changes to a minimum. For example, if you have another object with two textures, first group all the triangles using different textures, and then add the state needed to change the composition to them. Then group all the triangles according to the use of the second texture. The simplest hardware support for Direct3D is called render state stacks or primitive stacks at the PC hardware abstraction layer (HAL). The more successfully the statements are stacked, the more HAL calls are made at runtime.
Lighting Tips
Since lighting adds a vertex cost to every rendered image, you can greatly improve performance by fully understanding how to use them in your application. Most application advice stems from the principle: "Fast and simple code is code that has absolutely no name."
Use as few light sources as possible. To take awayChange the light level to normal, for example, to use some of the ambient light instead of adding a new light source.
Directional lights are still more effective than spotlights or highlights. With directional lights, the direction of the light is fixed and does not have to be calculated for every vertex.
Spotlights can be more experienced than spotlights because the cone of light in a garden can be calculated quickly. The effectiveness of spotlights depends on how much of your scene is illuminated by the spotlight.
Use the clipping option to limit the lighting to the main parts of the scene that you really need to light. All types of light sources go out quite early when out of reach.
The mirror clearly emphasizes the double cost of its own light. Use them only when you need them. Set the Render State of d3drs_specularenable to 0, the default, if applicable. When defining materials, you must set the specular power value to 5 to disable specular reflections due to this. th material; setting the exact specular color to 0,0,0 is never enough.
Texture Size
Texture mapping performance is highly dependent on memory speed. There are several ways to improve the performance of your application's texture caching.
Keep textures small. The smaller the texture, the more likely it is that each one will be stored in the secondary cache of the main processor.
Don't actually change the textures for each primitive. Try to have the collected polygons use the textures used by the consumers.
Use square textures whenever possible. Each of the 256x256 textures is the fastest. For example, if your application uses 128x128 textures, try to make sure they use the same palette and put all the members in a 256x256 texture. This plan also reduces the amount of texture sharing. Of course, you shouldn't use 256x256 textures unless your application expects that many textures, because, as mentioned earlier, textures should beas young as possible.