Original Post
Hello, I have currently, a large static vertex buffer holding vertex data correlating explicitly with the layout in the respective bmp used for the height mapping. The landscape renderer works on the basis of 33x33 chunks indexed into this vertexbuffer. What im interested to find out is whether there is a major impact having the data organised this way, where the rendering of each chunk would effectively involve skipping over ranges of memory for each draw primitive call. i.e the vertex indices are not all that tightly packed for each patch. Should i upload vertex data patch by patch to ensure a more contiguous configuration of vertex indices, where the rendering of each patch involves vertices within a contiguous block of memory? Im not getting a significant performance hit at the moment, but just wondering if a best practice would be to make sure when rendering from a vertexbuffer, that memory was clumped together when making a drawprimitive call. Thanks in advance for any thoughts given. Kraik