Original Post
Hello, I'm trying to implement static and dynamic buffer managment in my Render Engine. I would like to make the render engine as flexible as possible. I'm facing some "problem", and I would like to have advices and tips to go in the right path from scratch. 1) Big static buffer approach and Culling The aim is to keep inside a Big static vertex buffer all the objects that will not move and that have the same device state/shader. The problem with this is : How are you doing your Frustum culling on that buffer ? Let's say that I have all the trees (all differents) in a big static buffer, but depending on the camera location, most of the time only 30% of them are visible at the same time. Do you still render all the static buffer within one single draw call (Even if 70% of the tree inside the buffer won't be visible) ? 2) How would you manage your buffer in a "seamless" land while moving (No "zone") ? If you move quite quickly, is it worth to store the terrain into static buffer ? Tx you !!!