I new to 3D programming so I was wondering if you could help me here a little.
I wanted to create a terrain with a few million vertices using vertex buffer objects so I started reading about it, ending up with some questions.
My idea was dividing the terrain into small blocks, put each block in a VBO and then render each one using quad strips.
The problems are:
- Is MaxVertexIndex the size limit of a VBO (e.g. VBO[MaxVertexIndex]) or is it the greater index of a vertex that a VBO can hold (e.g. VBO = MaxVertexIndex)?
- Divide the terrain into blocks forces me to duplicate the vertices which belong to more than a block? (it's just to be sure because I'm almost certain of this)
I appreciate any feedback you can give me about my questions or my idea.
Thanks in advance,
Rui Barros.