Daiwilletti
Charter Member
What is this used for
<TerrainVertexBufferCapacity val="10000"/>
<TerrainIndexBufferCapacity val="10000"/>
Um, cos I don't understand this stuff I've pulled a useful description off the net:
2.1.
Rasterization
Rasterization is a technique for rendering a three-dimensional scene. This method treats a 3D model as a set of polygons, usually triangles, and performs projectivetransformation to a plane.
This is the standard technique used by current graphics hardware. The Rasterization algorithm’s execution time is proportional to the number of triangles submitted, although the process is highly accelerated by parallelization. It is common in computer graphics to minimize the number of polygons used to draw a model by avoiding those which are not truly necessary.
This includes polygons outside the camera’s view and also any polygons which are behindother objects and cannot be seen. These are effective techniques for increasing the algorithm’sperformance. A common metric for measuring performance of a computer graphics algorithm is frames per second (FPS). This is a count of the number of images rendered within one second. 30 FPSis typically regarded as the lower - bound for the human-eye to perceive the frames as a continuous motion.
Vertex buffers are data structures used in graphics application development. A vertex buffer is filled with some data, specified by the developer.
This is typically data corresponding to a 3D model, which usually includes vertex data, normal data and texture coordinates. Data is generated on the CPU, either from a file or a procedural algorithm, which is then buffered into the GPU memory. This allows for faster access when rendering a scene. One limitation with vertex buffers is that the data cannot be modified, once it has been transferred, without the use of costly buffer function calls. For this reason, vertex buffers tend to be generated once and remain unchanged until no longer needed.
http://www.cosc.canterbury.ac.nz/research/reports/HonsReps/2014/hons_1401.pdf
So my guess is that to render all the bitty terrain triangles smoothly, a reasonable sized buffer is required. I seem to remember reading somewhere that making the buffer too big may not be a good idea. However with the sort of computer power and video cards we have these days, most CFS3 settings can be cranked up.