Jump to content
  • Advertisement


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


confusion about vertex/index buffers for terrain..

This topic is 5436 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

Hi. I am creating my first terrain oct-tree rendering system, and I wanted to know which is realy the best and fastest way to store data in my oct-tree. I was reading other topics, but there were different techniques used in them.. so I wanted to know which is the best: From what i know, i should keep all my terrain vertices in a single vertex buffer, created at the beginning of my app (i will have static terrain) So the question is what data to store in my oct-tree nodes - should i create an index buffer for each node or use one big index buffer and fill it each frame, before rendering?? (with data from visible nodes.. ) if so, then what should i store in nodes - real indices or just the start/end index of the big index buffer.. thnx in advance..

Share this post

Link to post
Share on other sites

  • 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!