I'm generating a procedural terrain using (a home-made fBm based on) Perlin noise as heightmap. To make the terrain infinite, I redraw part of it while the camera moves.
There are two alternatives:
- either have several (say 9) heightmap-textures and rotate them while the camera moves;
- or have only one heightmap (say 9 times bigger) and redraw only part of it as necessary.
Note:
The two approaches redraw exactly the same amount of pixels each time.
But:
- in the first case, I must bind 3 small textures and entirely redraw them to redraw a line of my grid;
- in the second case, I bind the whole bigger texture and redraw only a line inside it.
Question: Should I expect one to be faster than the other? Does glBindTexture
has higher cost for larger texture?