Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

reaptide

Space Partitions and Direct3D

This topic is 5786 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

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.

Share this post


Link to post
Share on other sites
Advertisement

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!