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quad tree and DrawIndexPrimitive call.

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I'm interested in why the following is incorrect: I'm rendering a heightmap. I take all the data from the heightmap and drop it into a vertexbuffer. I run through a quad tree and create an index buffer for all leaf nodes that reference into the master vertexbuffer. In the case where i don't perform a frustum test, I'm pulling 15fps with the following render call: g_pd3dDevice->SetIndices( node->zone ); g_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, 0, VERT_COUNT, 0, 2*TILESIZE*TILESIZE ); The first glaring observation is terrain should be indexed in strip fashion.. but i'm curious if my using VERT_COUNT is draggin my performance way down. It def seems that way. How could could I use this function properly by using only a single large vertex buffer? Thoughts? Anything is appreciated. ^sf [Edited by - skillfreak on May 21, 2005 7:11:03 PM]

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