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large mesh

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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?

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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.

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