Bumper
04-30-2005, 01:25 PM
I tried to improve the performances of my terrain engine by using glDrawRangeElementsEXT but I have a problem.
The terrain is divised into sectors, and each sectors contains 1089 vertices (33*33)
the vertices are stored in a VBO sector by sector, and each sector contains an array of indices.
Each sector are rendered in the same way but some of them are not rendered well.
Here a picture:
http://www.epsilondev.com/range.jpg
the sectors which have problems use indices between 32768 to 65536, all sectors before and after that range works well.
I don't know what happen for those value.
The more stranges is that if I use glDrawElements for rendering thoses sectors, it works, and if I use glDrawRangeElementsEXT with the end parameter to start + 50000 (for example) it works too. The right value is start + 1089.
I use unsigned int indices, my graphic card is a 6800GT and I use the latest nvidia drivers.
I search on google but that problem is not reported, I am wondering if someone can help me ??
The terrain is divised into sectors, and each sectors contains 1089 vertices (33*33)
the vertices are stored in a VBO sector by sector, and each sector contains an array of indices.
Each sector are rendered in the same way but some of them are not rendered well.
Here a picture:
http://www.epsilondev.com/range.jpg
the sectors which have problems use indices between 32768 to 65536, all sectors before and after that range works well.
I don't know what happen for those value.
The more stranges is that if I use glDrawElements for rendering thoses sectors, it works, and if I use glDrawRangeElementsEXT with the end parameter to start + 50000 (for example) it works too. The right value is start + 1089.
I use unsigned int indices, my graphic card is a 6800GT and I use the latest nvidia drivers.
I search on google but that problem is not reported, I am wondering if someone can help me ??