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max vertexbuffer?

Started by fenrir Dec 1, 2000 at 10:35 AM 3 replies 300+ views
Original Post
fenrir
fenrir
How big can a vertex buffer be? I am making a simple landscape engine, and it works fine with a map up to +- 150*150 vertices, but when I tried one that was a little bigger than 200*200 it just crashes everytime Maybe I''m just doing something wrong because I have seen figures that say that my geforce should be able to do more than 100k vertices. Anyone got a clue? I''m using an indexbuffer to
STG
STG
In DX8, if you GetDeviceCaps into a D3DCAPS8 structure you will be given MaxPrimitiveCount and MaxVertexIndex. Personally I haven''t got a clue what your system is going to return, but if you are using 200 * 200, with two triangles per ''square'' of terrain that''s 80K primitives in one VB, which is probably a bit too many to be honest.
mitchw
mitchw
DX7 has a hard limit of 64K primitives at a time. DX8 you can get the value based on the caps that were mentioned. Index Count is a WORD, so there you go with that limit as well.
TheDuderino
TheDuderino
Hmm.. Well i have a question related to this.. Even though Directx does culling(dont know too much about dx culling yet though) wouldnt you want a state in your geometry renderer that would cut the number of vertices you are using to send into the vertex buffer?

Because if you send in an entire set of vertices.. wont that take a great deal of time to render in the first place?

Regards,
Russ

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