   how to load terrain data dynamic?
  hi guys,i meet a problem when i render a very very large terraini want to load terrain vertex data dynamic,how can i do it?P.S: who know how the game WOW's terrain work?   
  Hi zny, I haven't actually done any of this myself yet, but given you haven't had an answer yet I will relay some of the advice I have seen given on these forums regarding this topic.If you are currently rendering your terrain mesh brute-force (drawing all vertices) and are having performance issues, then you should look at ways to partitioning up the mesh so that you can render only the parts that are visible and not any part of the mesh that is hidden behind other parts. You should search gamedev or google for things like BSP trees or quadtrees. These are ways of storing your mesh data that allow easier occlusion culling (Search for that also).  Having your mesh data stored like this also gives you a good entry way into introducing other performance enhancing LOD (level of detail) techniques, such as CLOD (continuous-level of detail), geomipmapping, clipmaps, ROAM (Real-Time Optimally Adapting Mesh). All have their merits/demerits, and some are considered out dated now, but do some research around these topics and you will get an idea of what next steps to take. These techniques should allow you to store the data for a very large terrain and get acceptable performance.hthF451   ;  Is the question that you want to be playing as the terrain is loaded? Like walking from one end of a continent to the other without load times?I see a bad way and a better way (but not without problems) to organize that.Bad way:Set aside some time every game cycle to load in extra data.Better way:Use another thread. But then you have to worry about synchronization and portability, at least.You may also want to consider what happens if the player reaches the loading frontier (preferably not "they fall into the void for all eternity"). Maybe just "pause the game" and wait for it to load.   