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confusion about vertex/index buffers for terrain..

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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..

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