Original Post
Hey guys, Wondering if someone could guide me in improving a grid tiling problem. I have created a hexagonal grid, of say 10 x 10 tiles (example) and each tile is a triangle_fan (8 points, starting at center) to create the hexagon. Firstly I am doing way to many calls at runtime (per frame). secondly there are alot of redundant vertex, as each hexagon touches 3 others, hence every vertex is rendered 3 time. The obvious solution is a vertex array, and build this before render. as the grid is static and wont change, other than maybe textures. Here's the original thread : Original Post Hope someone does not mind taking a look, I posted in the beginners forum, but guess the only people reading the beginners forum, is beginners. Didn't want to sound stupid, as I have most of the openGL basics down, and I've moved from Delphi to C++, and just needed a little expert guidance. Cheers Here's the original thread : Original Post