Original Post
Hello, I'm making a really simple top down game that uses boxes to make up the map. I can put the entire map into one vertex buffer object sorted by material and then render the data per material. However, this renders the entire map, so a lot of power is wasted. I'm looking for an efficient way to store the data to render only what is visible. The map consists of a grid of boxes of arbitrary heights, I can figure out my start x and start y, so I can access some array with data on what to render. But I'm kind of stuck there. Also, each face of the box can have a different texture.. Should I use some kind of tree system? (octree or something similar?) I don't know much about these yet.
Here's an example map with numbers are just heights. The stars indicate my viewport position.
Anyway, thanks for reading. Hope you can help me out! :-)
Here's an example map with numbers are just heights. The stars indicate my viewport position.
11111111111111111111111122111*******1222211422211*11211*1221325551111*12231*1337432451111*11132*3112111111111*******111111111111111111111111Anyway, thanks for reading. Hope you can help me out! :-)