Hi, all
maybe this is a old topic , but I can't find answer in lots of forum, so I
have to ask for help .
I write a terrain engine mostly like interlocking terrain; there are 32x32
tiles for whole terrain, and 17x17 vertexs for one tile. every tile has one
vertexarray, I use osg to realize it
Hi John,
Modern hardware generally is best driven with a modest number of quite
large batches of geometry, rather than a large number of small batches
of geometry. Exactly where the balance will lie with your database
will depend upon your hardware and drivers, and also how efficiently
you are se
2 matches
Mail list logo