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Posted 18 December 2012 - 02:52 PM
Posted 18 December 2012 - 04:35 PM
Posted 18 December 2012 - 07:54 PM
In the paper frustum culling has been implemented by dividing the terrain into multiple vertex buffers, which are then individually culled and then rendered using instancing. Wouldn't it also be possible to use the hull shader to cull individual patches? Would multiple vertex buffers be the better choice of these two approaches since our application is GPU bound and is likely to remain that way?
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Posted 18 December 2012 - 08:15 PM
Posted 20 December 2012 - 03:25 PM
Source for that paper is available here: https://developer.nv...sdk-11-direct3d "TerrainTessellation".
What you must think first is Graphical hardware is very so similiar with water..
You never put unnecessary data into that stream..
you must cull out all data you will not draw
It's so basic and so important
Actually on current superfast GPU can render very small portion with good realistic rendering qualty..
Posted 20 December 2012 - 06:49 PM