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Muncher

OpenGL opengl World data storage

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Hello, im writing my second 3d engine :) And i have a question about storage of the verts/normals/texture coords etc etc. I was going to just cram all my data into a Vertex Buffer Object, then when rendering, find the visible polys and render them by an index array. But for a large amount of polys (ie/ 1,000,000) i estimated about 60mb+ that would be required in video memory :( I was wondering if anyone has a more elegant solution, that takes advantage of VBO's, but has a smaller memory footprint? Muncher

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divide your data into chunks and render those chunks (you can still use vbo's, can even implement your own caching system for it). Do a search for ABT (Adabtive Binary Tree) on the Graphics Programming and Theory forum, might be some interesting reading.

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