quadtree or not
In order to render a world faster, unseen vertices should not be send to render. How do i do this? i tried using quadtree and this is the few problems that i face :
1) if i were to build my world with a 3d program and export it to a mesh(.x file) how to i know which vertex is in which sector?
2) when a mesh or object move pass a sector''s bounding line, how do i send only the needed data to be render?
3) Or should i move to another technique? yes or not, is there a sample for me to study on as i cant find much resource concerning how to render a world efficiently
Game Programming Gems (the first one) has 2 chapters in it that pretty much answer the two questions you asked. Pick it up, it''s a good one to have.
"If consquences dictate our course of action, it doesn''t matter what''s right, it''s only wrong if you get caught."
- Tool
"If consquences dictate our course of action, it doesn''t matter what''s right, it''s only wrong if you get caught."
- Tool
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