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Space Partitions and Direct3D

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Hello everyone, I''m finally making my first forays into space partitioning and for my engine it seems as though an Octree will be prefect. I''m not having any trouble generating the tree and determining which vertice lies in which node. What I''m wondering is whether I should make a vertex buffer for each endnode and render the appropriate vertex buffers each frame; or copy the appropriate endnode vertices into a single vertex buffer each frame? I''m figureing that the later would be preferable since it would require less vertex stream switching and can send more vertices to the hardware each frame. It also would make sorting render states and textures quite a bit easier. Also, seeing as the search feature isn''t working right now, does anyone have any links to other threads dealing with quad/octree optimization, tips & tricks, etc... Thanks for any help.

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