I put together a quadtree / BSP hybrid prototype to test for collision detection and remove occlusion in the engine for the XNA game I am building.
As far as I understand, one of the optimizations that hardware acceleration provides is the ability to store vertex and index lists on a map, so calls to draw related geometry should not send model data for each frame.
On a level with a lot of geometry, how do you deal with this in XNA? For example, if I worked in OpenGL, I would save a list of what is on the map and just send what needs to be updated. However, a high level of abstraction of the XNA structure seems to encapsulate it to such an extent that I cannot control it.
Tell me why I am wrong, or why I should not worry.
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