Sprite Draw2D Performance
I have two textures (256 by 128) and (64 by 128) in size. Side by side, they display a 320 by 128 image. I repeatedly fill the textures up with data through pointers, display the textures using the Draw2D command of the Sprite Class in D3D with the August 2006 version of the Managed DirectX SDK. When I display the textures in their normal size, I get peformance in the 55-60 FPS range, where 60 Hz is the screen refresh rate. I would like to stretch the 320 by 128 image to 1024 by 512. When I use the Draw2D overload:
c#
publicvoidDraw2D(
TexturesrcTexture,
RectanglesrcRectangle,
RectangledestinationRectangle,
Pointposition,
Colorcolor
);
to stretch the image to 1024 by 512, it basically works but the performance degrades to an unacceptable 23 FPS. Can anyone help?

