Original Post
Hi,
I''ve got my LOD set up in my terrain ''engine'', each LOD has it''s own index buffer and indices buffer - is this correct ?
Then I create the index buffers with the indices buffers given, thus if I have 4 indices buffers, I create 4 index buffers.
Now when rendering I do the following:
pDevice->SetIndices(m_pIndexBuffer);
pDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,0,0,(m_xDim/m_LOD+1) * (m_zDim/m_LOD+1),0,(m_xDim/m_LOD*m_zDim/m_LOD)*2);
This draws the whole terrain at a certain LOD. Ok, now I want to draw patches at differing LODs, I guess I have to have multiple calls to SetIndices and DrawIndexedPrimitive for each patch, is this so ? Seems all those calls to DrawIndexedPrimitive would be slower than doing brute force! I guess though, that once you put in culling using a quad tree, this is when things will speed up as you don''t have to check lots of quads, just patches ?
Any help on the above is much appreciated.
Kind regards as ever,
Steve