Original Post
hi, i''m still working on my terrain engine and i''ve got it running and everything (no LOD) and it''s tile based...meaning i have a texture id for each quad.i know it doesn''t work v good but since it''s a first/3rd person view i don''t have to draw too many polys. But each tile has a different texture so i needed to do a nice transition between them...and i did so
but it''s my first atempt...it works corectly just that it''s kinda slow...i mean in the worst case i render each tile 9 times...cuz for each tile i check all the neighbours and if it is a different texture i render a new quad over it,blended,with coresponding vertex alpha values. And also for each tile i render actually 4 quads(from triangle strips) so i can have a little thiner overlayed transition (only a quarter of the tile). anyway....my qustion is...what other tehniques give me the same result (using tiles) and how can i speed up (beside multitexturing of course which is soon to be implemented and maybe vertex arrays). would LOD algos make much difference? i render around 4000 quads for the terrain (when no transition
).
on my Athlon 750 with GeForce4 MX440 64M i get from around 110FPS(no transitions) to 35(with transitions), but this is the worse case when tiles are randomly placed.In the actual game there won''t be so many transitions needed. Any suggestions are highly appreciated. Thank you.