Advertisement Jump to content


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


large mesh

This topic is 5834 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

i have a large Mesh/Meshes constructing all the static data in the outdoors scene (ground, buildings, ....) and i am using octrees. now i convert the scene to a single mesh and access its ID3DXMesh Vertex Buffer using index buffer from the octree nodes. but i face a problem when i load a very large mesh which its size is larger than the Vertex Buffer capacity(capability). also i need to take the meshes without converting them to a single mesh. what is the best method? * to make a large VB and copy vertices as needed to it at run time?. i think copying vertived to a vb is a time consuming method. * to make multiple vb and copy the vertices at loading time?. i will have many vbs do many vb switches. what is the fastest prefered method?

Share this post

Link to post
Share on other sites
I suggest not using ID3DXMesh, first of all. Your best bet is to do the second * that you mentioned. if you data is static, make multiple vb''s and fill them at load time. the vb''s should relate somewhat to the location of the triangles so you only have to use a few vertex buffers per frame (only the visible ones). The few switches wont impact performance significatly, and you wont have your other problem either.

Share this post

Link to post
Share on other sites

  • Advertisement

Important Information

By using, you agree to our community Guidelines, Terms of Use, and Privacy Policy. is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!