Original Post
Hi, two little questions about PVS and Quadtrees in the context of terrain rendering: 1) Does a quadtree have any performance advantages while rendering a terrain (lets say 512*512 vertices) if the Vertex shader is trivial (in the most extreme case just a passthrough vertex shader). The only purpose of a quadtree is to reduce the vertex count sent to the gpu - but what if the vertex processing is really cheap cause of a trivial vertex shader? 2) I wanted to implement PVS for my terrain. If the camera is always low on the ground (lets say 0 to 100meters) then I thought about this algorithm: I divide the terrain into patches (maybe 32*32) and compute for all patches which patches are visible. Lets say I want to calculate which patches are visible from the patch N, then I create a bounding box with height 100 (max cam height = worst case) for patch N and shot a ray for all 4 top corner points of the bounding box to all 4 top corner points of all bounding boxes of the other patches. This is a worst case scenario test and if you know any better algorithm please tell me! But the problem is: the algorithm doesnt work if the user can fly up as high as he wants. Is there any way to make PVS work with a camera that isnt bound to the ground?