Original Post
I''m making a simple terrain engine in opengl for a new game.
The terrain won''t need to be really delta-force huge, but will have quite a reasonable poly count - should I depth sort and implement hidden triangle removal, or will GL''s depth buffer be sufficient and just send in the whole terrain to be drawn.
If its is recommended to remove them -what would be an effective way of testing a polygons distance to the moving camera.
Thanks
Chris