# Problem with terrain primitivetype

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LJ_1102    1233
I'm actually on a terrain class in C# and xna that generates a terrain out of a highmap. I was wondering about the framerate i got, a 32x32 Terrain slows my machine fully down...(about 15 fps on C2D@3.6 - GF8800GTS - 2GBRAM o_O) I think its because I'm rendering it as a "TriangleList", what do i have to do to get the indexbuffer up for TriangleStripe ? When I change it i get only bout the half of the terrain the other half is wrong mapped. I was thinking about clustering it (for later lod experiments) but i have to understand the indexbuffer first ^^ hope you can help LJ_1102

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FoxHunter2    157
If a 32x32 terrain slows this machine down, then the problem is definitely not the triangle list, but something else in your code. I'm using triangle lists for my terrain and I can render much larger terrains than 32x32 at great frame rates even without using LOD (with LOD it's perfect, of course)

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neonic    367
Are you drawing it in immediate mode every frame? Like
GlBegin();GlVertex3f(blah);...GlEnd();

?

If you are, try, at the very least, making the whole terrain a single Display list and then call the load display list function once a frame. An even better solution would be to use a vertex buffer object.

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LJ_1102    1233
Omg I'm sorry i was rendering it already as a vertexbuffer but i rendered it as often as the vertexbuffer.Lenght was... thx 4 the tips and the 1object shizzle =)

LJ_1102

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