Terrainrenderer too slowBlitzMax Forums/BlitzMax OpenGL Programming/Terrainrenderer too slow
i have a problem with my terrain rendering algorithm and I ask allready in the BBP-forum but noone could help me, so i hope someone her can help me with my problem...
I begun to fix problems with miniB3D extended and now i created my own
terrain algorithm 'cause klepto said, that his algorithm isnīt really fast and havenīt a LOD-algorithm and its buggy etc.
So i created my own, with a QuadTree-Structure and GeoMipMapping,
the LOD works very well and all this and renders very fast, but there is
a problem(actually i donīt know if it is a prob but nobody can tell me)
when i created the quadtree...
It takes 2 second for a 65*65(2^n+1) terrain, but 1 minute and 52 seconds to create a quadtree-terrain of 257*257.
This is too much, but i donīt know where the problem is.
Are someone know some strategic tricks to avoid calculation time?
Is it incorrect to build the whole tree at the beginning?
I donīt know anything about this, so help and experience will help
me more than you even thought!
Thanks for your help^^
Edit: Sorry for my bad english :D
| Maybe it's something to do with how much data can fit into the cpu caches, maybe the bigger quadtree doesn't fit? What if you split the big one into 16 separate subsets and work on each set individually? Since you're using a quadtree it should be pretty easy to focus on 1/16th of the total set at a time?|
I guess you do need to build the whole tree ahead of time but I'm sure some clever person has come up with ways to only have to build the parts that are visible or something, ie only built it as and when you need to dive into it to render?