Original Post
I'm currently working on terrain rendering in DirectX 9 and have a basic heightmap system working, where it renders the entire mesh in one hit using vertex and index buffers and HLSL shaders. The mesh is somewhere between 180,000 to 200,000 triangles and my notebook doesn't miss a beat (running on an ATI Mobility Radeon 9700 with 64MB) My question is what would be more efficient to break the terrain down into smaller batches or simply send the entire mesh out and let the driver/graphics card handle any triangles not visible? My thinking is that drawprimitive calls are expensive, but so is passing info that isn't required. I'm going to have to break down the meshes into smaller chunks to handle certain driver/card combinations that have lower rendering limits, plus I want to throw larger heightmaps at it. Thanks Formski