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Charles Thomas

MDX - Low FPS with terrain

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Unless I'm mistaken, a Quadtree is the way to go. I've implemented one. I tried the route of using one index buffer, limited in size. I update the indices every frame based on camera frustum. This was way too slow. Attempt 2. I load indices into the buffer once. I then do several batch calls for nodes that are visible based on offset. This is still slow. Much faster than the previous, but I'm getting 100 fps for a simple 128x128 wireframe split into 32x32 nodes. I know there is a more effienct way to handle this. I'd like to eventually hold very large landscapes.

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Here's a nice discussion about quadtrees and use of various buffers. Hopefully that should help you out a bit :).

Hope this helps.

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