Original Post
I have a game that has a large terrain, but only small part of it is rendered at a time. This terrain is static, so I''d like to put it in a large static vertex buffer. Together with the index buffer it will take 10 MB or more.
My idea is to split the terrain into a number of small areas that occupy continuous parts of these buffers and to render only visible areas.
My question is: Will the graphics card manage such buffer effectively? It would be best if only the needed part of the vertex buffer was stored in the precious video memory. When we move to another part, another path of the buffer should be loaded into video memory.
So, does DirectX do something like this automatically with large static vertex buffers?