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Your suggestions for terrain rendering?

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Hi there! I'm in need of your help here.. :D One heightmap divided into square chucks. Each chunk gets frustum culled separatly. Each chunk is rendered with 4 LODs. Each chunk has 4 texture layers - currently done by overlapping triangles 4 times using different alphas. Question: What do you think would be the most efficient way (storage- and speedwise) of rendering the chunks? Display Lists... VA's... VBO's... Your two cents, please? :D

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u should be able to implement them all + have the option to switch between them
eg in my game u can choose if u want to use VBO or VA or immediate for all rendering calls.
(usefull since if i turn on debug mode ingame + are using VBO the nvidia drivers crash)

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This topic is 4307 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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