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#ActualCarandiru

Posted 25 August 2013 - 12:58 AM

Well I ran into some problems implementing the border vertices for sampling normals actually became quite complex. So I reverted it and now I'm back to where I was before. I'll have to tackle this bug again. I have to move onto some important features and mechanics. 


#1Carandiru

Posted 25 August 2013 - 12:40 AM

Well I ran into some problems implementing the border vertices for sampling normals actually became quite complex. So I reverted it and now I'm back to where I was before. But I was thinking rather than an have a Vertex buffer for each patch  that is visible and drawing them separately why not just have one single Vertex buffer for all patches that are visible. I don't know which one would perform better, I would think ink the single draw call would be great and then the normal seam problem would be solved. The Vertex buffer also only gets updated when the visible patches change. I'm already locking and updating up to 24 different Vertex buffers when the view changes and the camera is moving. So would that be a better way of doing this? What do you think? 


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