Original Post
I have terrain set up as a grid of tiles, each tile divided into x number of triangles.
I can batch the terrain in to a few large VB/IBs, for optimal rendering. But how can I cull any this way?
I can organize the tiles into a quadtree or something, and cull them, but then I cannot think of an easy way to batch the visible leaf nodes (tiles) - each would be rendered on its own, with its own, small, VB/IB.
I''d appreciate feedback from anyone who has dealt with these isseus before. Thanks.