Hello all, as a mod hinted me, the Game Programming forum is mainly for C/C++, so I'll post here from now on.

I'm making a game library in C#.NET for XNA, and I've encountered the problem that in order for things to be visible CORRECTLY, you have to draw whatever is closest to you LAST.

I made an algorythm here that is used to recalculate things, as well as trim the unneeded triangles (you will see a lot of structures that aren't standard, just look at what they seem to do, that is what they do.).

The problem I encountered though, was that calling this every frame took up ALL the cpu if you go past 1000 squares. For a 500x500 terrain you need 250000 squares, so that's a big problem.Code:public static PreBuffer<Vertex> Organize(PreBuffer<Vertex> Already, SharpCamera camera) { #region Set Vars Camera = camera; List<Triangle<Vertex>> triangles = new List<Triangle<Vertex>>(); Comparison<Triangle<Vertex>> SameTriangle = new Comparison<Triangle<Vertex>>(Closer); IComparer<Vertex> SearchVertex = new VertexBinarySearcher(); List<Vertex> Vertices = new List<Vertex>(); List<int> Indexes = new List<int>(); IEqualityComparer<Vertex> SameVertex = new VertexPositionColorEqualityComparer(); #endregion #region Create Triangles for (int i = 0; i < Already.Index.Count(); i += 3) { Triangle<Vertex> temp = new Triangle<Vertex>(); temp.Corners[0] = Already.Vertex[Already.Index[i]]; temp.Corners[1] = Already.Vertex[Already.Index[i+1]]; temp.Corners[2] = Already.Vertex[Already.Index[i+2]]; triangles.Add(temp); } #endregion #region Remove non-visible triangles from collection for (int i = 0; i < triangles.Count; i++) { if(!IsTriangleVisible(triangles[i])) triangles.RemoveAt(i); } #endregion triangles.Sort(SameTriangle); #region Recreating for (int i = 0; i < triangles.Count; i++) { for (int j = 0; j < 3; j++) { int At = Vertices.BinarySearch(triangles[i].Corners[j], SearchVertex); if (At > 0) { Indexes.Add(At); } else { Vertices.Add(triangles[i].Corners[j]); Indexes.Add(Vertices.Count - 1); } } } #endregion #region Send Output PreBuffer<Vertex> Res = new PreBuffer<Vertex>(); Res.Index = Indexes.ToArray(); Res.Vertex = Vertices.ToArray(); return Res; #endregion }

Calling it every second makes the game laggy and some triangles don't show properly until the switch.

So my question is, how can I optimize this to take up less CPU?