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Vertex Array or Display Lists...?

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In my upcomping forth release of my engine, im rendering a 256*256 unit landcape (256*256/4 16384 GLQUADS)... These units are STATIC during the whole rendering time (unless the Random Landscape Generator is activated) so my question is; Should I implement a Vertex Array or similar function to speed up things? GLvoid GenerateHeightMap() { ... ... glCopyCurrentMapIntoVertexBuffer(): } GLvoid DrawHeightmap() { glDrawHeightmapFromVertexBuffer(); } DrawHeightmap is being used every frame, and GenerateHeightmap once during the startup-sequence or when the user calls it via the RLG-Function (Random Landscape Generator)

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vertex arrays couldn''t hurt, that way you could impliment a level of detail alogorithm and frustum culling and stuff like that. maybe try compiled vertex arrays for a little more speed than just vertex arrays.



How many Microsoft employees does it take to screw in a light bulb?
None, they just declare drakness as a new standard.

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Guest Anonymous Poster
A 256*256 unit landscape will take 65536 quads, not 16384

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the biggest gain will be if u
break your landscape into smaller pieces
+hardware likes it better
+u can do some gross culling on the scene first (ie only send the stuff that is on the screen)

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Well i know for nvidia cards that vertex arrays using VAR (vertex array range) is the fastest way of rendering. The only time its not is if you are using vertex programs (vertex shaders) and they are running in software ie. not having a geforce 3.

-SirKnight

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