Sign in to follow this  

Large terrain grid question

Recommended Posts

I'am wondering whats considered "best practice" when it comes to rendering large terrain. I am using dx9 with visual c++.I've seen that the most common way to do this is to create a grid of triangles in the usual way: __ |\ | | \ | |__\| I've also read that you only need to create 4 vertices in the vertexbuffer with the use of a index buffer. Is this the common way to do it? What I am wondering is how do you proceed when the grid is very large. Is it possible to store position, texture cordinates, normals etc in a struct and have vertex buffer fixed at a smaller amount. Then when you start move you lock/unlock the vertex buffer using the data in the struct to update the map? Or is it better to just store the full sized vertex buffer in memory and draw a subset of it? For example if one has a semi top-down camera view at a fixed height I probably know the number of grid "tiles" to be on the screen and will want to only draw thos. What is the best way to do this?

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this