Original Post
If I make a primitive with too many vertices per index. I.e. same vertices with several index buffers for different LOD, will the extra vertices for use in higher details still be processed along with the used ones.
I can see that I''m saving on the rasterization and clipping - but am I still doing transformations?
Should I change my terrain engine around to using several vertexbuffers for different details or keep the one vertexbuffer-serveral indexbuffers metod that i have now?