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Terrain Triangle Primitive Types

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I''ve decided to implement a GeoMipmapped terrain scheme, but I''m having trouble deciding on what type of triangle primitive to use. Most of the implementations I''ve seen use Triangle Fans, which seems a bit inefficient to me, because you''ll have to make multiple rendering calls per patch for each fan, unless your patches are very small (5x5). Using plain triangles would use a lot of redundant index data, but would only require one rendering call per patch. However, I''m wondering about the difficulties of fixing cracking with triangles. Using triangle strips would probably be the most efficient method, but trying to fix cracking sounds even more difficult than with plain triangles. Anyone got ideas?

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