So after few days of hardcore-hacking if have made some good progress with my editor and terrain-system. ( i will post soon some pictures.... )
i have droped the idea to use dynamic vertex buffers because of the performance loose. i have now implement a static model by using patches for rendering visibly parts of the terrain. iam happy with the result because i can now draw larger scene with a better FOV. the culling is now easier to handle because of the patches.
i have start to implement a lod system. with the patch system is should now be easier to implement.
ok back to my question.
atm i thinking about to implement occluders for the terrain. since this is a new topic for me i dont have much experience with occluders.
after reading the sdk docs i found the directx9 supports querys.
something like this:
Create the 'Query-Object' for occlusion-data
Render all Objects Bounding Boxes ( Terrain-Patches, Objects..... )
( i knwo that i need an extra render-target for this but this is not a problem )
For each Object.....
Query.Issue ( Start )
Render Object (bounding box )
Query.Issue ( End )
var = Query.GetData(flush)
if var = 0 then object is not visibly
My first question is,
if this is the way how to use the query-object in Dx9 ?
My second question, would you use this kind of occlusion culling for a terrain ?
if not what kind of occluders you would do for a terrain system ?
thanks for any replys or comments....