Original Post
I''ve started coding the 3D engine and I''ve need of some optimizations, because it''s running too slow. I guess the main slowdown is that it is drawing unnecessary tiles, so I think what I need is some hidden surface removal algorithm, though I do not know which one to use in this case. The terrain can be rotated(almost exclusively on the Y axis).
Another question: I''m using a glPush(), glPop() pair for each of the "tiles"(they are actually cubes) and a translation. Is it the best approach or should I just change vertex coordinates?
Here''s one screenshot(Fog removed; those bright dot''s are supposed to be rain
) The terrain is randomly generated:
http://www.gaiomard.hpg.ig.com.br/map2.jpg
And there''s a screenshot before I added height:
http://www.gaiomard.hpg.ig.com.br/map.jpg
Gaiomard Dragon
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