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Performance Factors for On-The-Fly-Objects
Hi Vizard Online Support Team,
I had a question regarding the performance penalties associated with "on-the-fly" objects. Specifically, how to increase performance for a terrain asset. I have been reviewing terrain generating algorithms (specifically for DirectX) and one key area that is continually pounded upon is the number of polys being sent to the pushed out at a time. In these examples they slice up a large terrain generated by a displacement map into smaller objects for optimization reasons. I am wanting to bring this algorithm into Vizard to generate my own terrain and was wondering if you could give any heads up on the best course I should take with an on-the-fly object. Should I just cram all the polys into one object and let Vizard handle it, splice them up and see if I gain any performance value, or some other solution that you gurus at Vizard probably are aware of that I am not. Also, another question that I've had is the use of index buffers and vertex buffers inside of Vizard. For something like this, the benefits are noticeable and I was wondering if Vizard had any support for this natively. Thank You, George L. Rowan University VR Lab |
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