vogel said:It avoids implicit memcpys.Humus said:... which is the major reason the design behind D3D sux. I can't see why they still in DX8 use this Lock/Unlock approach. It's more painful to code for and provides no advantage over the passive interface used in OpenGL.
-- Daniel
...but there's no real performance benefit because it is the act of serialising all rendering that destroys performance.
Lock = BAD.
ReadPixel(x,y,z) style interface = somewhat better, but still not great, as anything that requires real-time immediate information about the state of data in the rendering target surface = serialisation disaster.
- Andy.