Terrain: create 4x4 terrain chunks per ESM::Cell to improve performance

Improves performance because the number of splatting layers per chunk is reduced, and finer grained frustum culling can be done.
This commit is contained in:
scrawl 2015-11-06 20:14:57 +01:00
parent 95cf13e3f2
commit ef18f4217f
6 changed files with 199 additions and 110 deletions

View file

@ -1,6 +1,7 @@
#include "buffercache.hpp"
#include <cassert>
#include <iostream>
#include <osg/PrimitiveSet>
@ -208,6 +209,8 @@ namespace Terrain
{
unsigned int verts = mNumVerts;
std::cout << "getting index buffer for " << verts << std::endl;
if (mIndexBufferMap.find(flags) != mIndexBufferMap.end())
{
return mIndexBufferMap[flags];