XNA / ATI Index Buffer Conundrum


New member

I don't know if this is the right place to mention this, but here it goes. There's a community project called the XNA QuickStart Engine which is basically developing a game engine based on the XNA Game Studio Express framework Microsoft released. I must say, it is a great engine!

We're having a problem though. We're implementing a QuadTree algorithm to help the terrain rendering performance. It works fine in new hardware and on the nVidia platform, but when used on ATI cards from the X900 era backwards, it's messed up!

It seems like the Index Buffer on those cards is the culprit, yet we haven't found the real issue yet. Some of us are wondering if maybe ATI's way of handling the Index Buffers from back then to now has changed.

Here's the link to a thread on the XNA forums, in which this whole situation is debated and analized: http://forums.xna.com/1/27097/ShowThread.aspx

If you know of anyone with game programming experience, or from the ATI team that could help us, I would really appreciate it!

Thanks in advance!