   terrain texturing
  I''ve got my 3d tile engine working but I realized I dug myself into a trap. I split it up into 32x32 sections (quadtree), each with their own vertex buffer. Now I realize that this wasn''t such a good as it only lets me use one texture, not nearly enough for the transitions I want. So then I thought I could get away with having a 1024x1024 texture divided up into 128x128 chunks, and then use multitexturing to blend the transitions. However, it''s not the most elegent solution, and it doesn''t have much room for extension. Mipmapping won''t even really be possible, since when the texture is downsized the different sections will blend into each other. Now I have a new plan: copy the tiles into dynamic vertex buffers, having one for each texture I need. If it fills up before I''m done rendering my terrain I can just lock the buffer, render, unlock, and keep going. Is this the way the commercial engines do it? Also, how will the performance compare to having a static vertex buffer to render from? 
  this will need some work to avoid periodic frame rate drop.you can also use the vertex buffer to load the data of visible vertices only and as the player approaches other chunks of the terrain you load them dynamically.this will make you load small data every time to avoid sudden frame rate drop. ;quote:Original post by mohamed adel  this will need some work to avoid periodic frame rate drop.you can also use the vertex buffer to load the data of visible vertices only and as the player approaches other chunks of the terrain you load them dynamically.this will make you load small data every time to avoid sudden frame rate drop.   That''s what I''m doing. I use a quadtree to do frustrum culling with to only render things that are visible. The world is divided into separate map files, and when you approach the end of the loaded section it dumps the ones behind you and loads some in front. I just don''t know the best way to go about texturing the thing. ;  You could try a technique called splatting:http://www.cbloom.com/3d/techdocs/splatting.txt-Mezz ;  Also, take a look at texture quad trees at www.tulrich.com   Peace,Muhammad Haggag ;  Now I''m more confused than when I started . Turning my quadtree into a vertex buffer I can render from is being harder than I expected... At first I thought of copying all of my tile vertices to a large array (one for every texture I need), then feeding it into a dynamic vertex buffer and rendering that way. The problem with this is that if it runs out of room mid tile, the index buffer gets messed up. I could feed the vertices directly to the vertex buffer and have a buffer for every texture, but then I run into things like buffer a fills up...I set texture a, render buffer a, then suddenly b fils up so I do it for that, then a fills up again. It''s not the most efficient thing in the world. Help would be appreciated . 