Okay so I have efficiency related questions relating to maps with the lwjgl library.
first off what is the preferred method of rendering a map? sofar the methods I know of:
- Immediate mode
- Display List
- Vertex Array
- Vertex Buffer Object
I have a good understanding of how to use Immediate mode, but i have been having a lot of problems with vbo's..
what mode would be best for loading a large static mesh likely in OBJ format
(due to simplicity of parsing and loading, vertices ect) ?
assuming this is a fairly large map (ex: 500Mb of vertices and normals) would it be better to split the map up into sections that are smaller?
I'm not thinking about RAM usage with this. I intend for the entire map to be in RAM once initialized. I'm more focused of performance of the rendering.
if I tell OpenGL to render all these vertices outside of the actual display I would assume that it it would take forever to produce a single frame, correct?
I also what to know how to apply a texture to this map.. not a static texture throughout the entire map. is there a way to apply a different texture to a specific area or set of vertices? and some sort of blending between them?
(so a grass texture can blend with a sand texture)
also if anyone has any solid tutorials on VBO please link them..
thanks.