Darrell Walisser wrote:

Well, you could do that, but I don't think it will help much. The scene itself doesn't really have that many vertices to begin with (I think normally less than 7000, IIRC). LOD will help increase detail with minimum performance impact though (but we
ll still be seriously CPU-bound). The source of the problem isn't the vertex count, it's the way vertices are processed and sent to OpenGL (which is controlled largely by how tiles are created).

Well, in the optimized chunks you can add together different terrain sections that happen to have almost the same color (woods & shrub, all water and all grass types) creating larger vertex lists.


Erik


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