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yuppies

terrain optimazation,how?

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hi guys hi ive implemented a terrain, textured using tiles and blended using an alpha map computed at load time, and im using an a multi-pass multi-texturing with alphamaps on stage 0 and the texture on stage 1, but it seems like my terrain got slower than my first implementation. Any ideas on how to optimize my terrain? its implemented using a GMM terrain approach.

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Without knowing anything about your code, it is difficult to make any useful recommendations on how to optimize it. Profile your application. Find out where all the time is being spent.

Anyhow, it is seems from your description that the number of draw calls might be a bottleneck. You can reduce the number of draw calls by combining all your passes in to a single pass and/or switching to a different LOD system. But if this is not the bottleneck, then this optimization is a waste of time.

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Guest Anonymous Poster
Put the tiles in an octtree and do some frustrum culling.. it works for me :)

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