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dustpuppy

Brute force terrain rendering

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I have just coded my first brute force terrain renderer. Not too pretty, but I needed to start somewhere. Can any of you tell me what performance you have got for a heightmap that is say 128x128x8? I am getting a mighty 30fps. Forgot to metion some metrics. The terrain is being rendered as a triangle strip, I converted the code from an OpenGL tutorial, so it drawing 126x127x4 vertices every frame. Which is 64008. So with 30fps I get approx 1.9mil vertices a second. Not exactly the performance I was expecting. Seems a little low to me.

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that does seem a little low, my brute force terrain renderer goes 60+ fps with a 256x256 heightmap. the bit depth doesn''t really matter, as the heights take the same amount of space. i simply have a indexed triangle list, i made one massive grid of vertices, and an index buffer to connect them all. i then render in 20000 vertice chunks at a time. isn''t it horrible

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What you''re doing wrong is you''re not culling away the offscreen triangles. Divide the terrain into several rectangles, and only draw the ones that are inside the view frustum.


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lol, what a thread...
There is no point in comparing fps unless you also compare system specs and do un-culled heightmaps from the same view point. But dont repeat vertices if you don''t need to dustpuppy - thats what indexing is for.

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AndyM is right, there is aboslutely no sense
A 1024x1024 map using 512x512x16 textures (with 4 multipass textures who blends each others) runs between 40 and 80fps on my landscape renderer on a Duron 800 w/GF2MX 32mb.

And I bet if I use a 8192x8192 map the performance will be the same, why? Because frustum culling.

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Hi there!
I have something about 150-200FPS in my brute force terrain renderer with 256x256x8 heightmap and 500x500x24 single texture. PC: P4 1.6,GF 3Ti 500

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