Jump to content
  • Advertisement
Sign in to follow this  

Cache friendly tri strip

This topic is 4640 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I'm just getting started with terrain rendering and am wondering about a good way to strip it. Is going down a column, then back up the next column, down the next column, etc a good usage of cache. I'm thinking that adjacents columns share vertices which ideally would be in the post-transform cache. If not, can someone give me a rough idea + links? Sorry if this question seems amateurish, but I'm pretty new to these topics and need a good starting point. Thanks,

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!