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Terrain Vertex Buffer

Started by Psybr 0 replies 1.1k views
Original Post
Psybr
Psybr
I am trying to decide between brute force and CLOD; brute force seems like the way to go, since my terrain will not be too extensive, but I would like to work with CLOD for the sake of learning. Anyway, I was trying to decide how to optimize the rendering method, and I came up with two ideas: one is to just render the whole thing with triangle strips ala brute force, and the other is to use index buffers. I came up with this idea to use index buffers: I''ll have a vertex buffer with every vertex in the scene, then for each triangle that the CLOD algorithm outputs, I''ll have another algorithm that can generate the index. Has this method been implemented before, and how well / fast does it draw?
Sander
Sander
[shameless plug]
For a comparison between CLOD and Brute Force, read my article on gamedev.net.
My brute force renderer
My geomipmaps renderer
[/shameless plug]

There is a better way though. Google for GeoMipMaps. It has the advantages of brute force (easy to do and very easy to buffer) and the speed of CLOD (even higher speeds). There are also tons of threads about geomipmaps is this forum and in the game programming forum. Search for it.

Sander Maréchal
[Lone Wolves Game Development][RoboBlast][Articles][GD Emporium][Webdesign][E-mail]


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