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ade-the-heat

vertex arrays and textures

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I read on the forum about the problems in having vertex arrays for the terrain/world but with many different textures. Someone suggested simply writing over the existing texture with the specific texture for the different part of the world. Is this time consuming in pc power ? Or is it better to only draw the part of the vertex array needed for a paticular texture ? Also, what''s best - to store the entire world in a big vertex array(and only draw the bits you need when you need them) - or to have lots of vertext arrays representing different parts of the world ? cheers

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Usually it''s best to split the heightmap up into many smaller heightmaps. This allows one to organize the map as a quadtree and also minimize the number of drawing passes for a particular piece of terrain.

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