Skip to main content
gamedev.net
🔒 Locked

Terrain rendering problem

Started by ggsm81 2 replies 250+ views
Original Post
ggsm81
ggsm81
Hi~ I just built my terrain using quad trees. Everything was fine except the rendering step. When i reach each leaf of the quad tree, i built a mesh for it and rendered it. But that made the fps slower than rendering the whole terrain at once. Can anyone give me any suggestion how to do the redering step when i reached the leaf. Thank you~ ^__^
Lupin
Lupin
I''m using CopyMemory to copy all the data of the visible leafs into an big array wich contains all vertex-data wich is visible, so I only have to use one rendering call (but this only works with tri-lists)
Muhammad Haggag
Muhammad Haggag
You can create a dynamic vertex buffer, lock it every frame update, fill it with the visible nodes'' vertices, unlock it, render it.

ggsm81
ggsm81
Thank you guys~

the dynamic vertex buffer realy works well~ ^____^

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.