Quote: "makes optimalization .. places where isnt something draw will deleted (polygons)."
DONE! But I don't delete these invisible polygons when i save the maps, because there's not poly data saved, only height, color etc. But I optimized the loader to give the objects only the amount of polygons they will actually have without the invisible ones.
Now, It reduces the polycount of the huge terrain from 1'260'000 to 300'000!
Oh, and I'm sorry to the ones that already bought it: the sample code currently scales the terrain by the factors 0.5,1,0.2 (TERRAIN_LoadMap(filename$,1,1, 0.5,1.0,0.2,1,1)) but you can easily change this. I only didn't remove the scale when I tested something.
EDIT: another fps increase, now the objects that have no visible patch aren't created. FPS when looking at whole huge terrain (the 8 layered one from the video):
11 fps without optimization (I think)
22 fps with first optimization
50 fps with current optimization state
EDIT:
Final optimization!!!
NOW (in the next update) the huge terrain only has 230'000 polygons and runs with 70 fps if i look at the whole terrain. This optimization also hides patches that are visible but under another also visible patch of a layer.
EDIT:
OPTIMIZATIN STAGES
(always looking at the whole huge terrain from the video (the one with 7 layers and so on))
1. Polycount: 1'260'000 FPS: 10
2. Polycount: 330'000 FPS: 22
3. Polycount: 330'000 FPS: 50
4. Polycount: 230'000 FPS: 70
EDIT:
Next update so far:
- ability to redraw a stage that is under another
- fixed a bug with the brush's postion when you get off the map
- very much optimized loader code (see above)