After doing a search on this topic i still need a little direction. please correct me if i misunderstood,
My understanding of what i got from here/nehe/gamestrua/…
locking arrays -> lock what will not be recalculated per frame.
sort by state -> cuz stat changes hurt.
drawrange/element ->is only way not to run thru the whole aray if only partial needed.
I have theese questions still.
1: if i have 10 zones @ 10k to 100k vert per zone. could i place all in same array and keep all nonvisible zones locked by range?(asuming i do my own partial zone culling) reason i ask this is i hear issues of state changes/pipeline or issues when arrays are changed.
2: would it be better to keep zone in seperate arrays or does it cause performance issues?(assume multiple zones can be in view at once once)
3: alot of you are using VAR, how compatible is it with other than NV hardware? i would like to use a type with most compatibility. this looks nice for the reason that my terrain will very large and i like the idea of using system memory for arrays due to size.
Im new to open gl and only in planning stages of a engine i want to make. Any ideas or advice would be great.
Thanks,
Caltus