Terrain LOD Concept Test

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Testing a static-geometry terrain with fixed level-of-detail which is attached to the camera [in c#]. It changes shape and uv-sampling based on camera position and orientation in world space to extract from a heightmap and the tiled texture-map (using wrapping). This removes need for culling or determining what's visible (as far as terrain is concerned). I got the idea for this when I was trying to figure out how geo-clip-mapping lod/terrain works.

(Note: I know this demo looks like garbage and jitters a lot - but this can be fixed with higher resolution mesh and higher resolution height-map [I'm only using 200x200 and 512x512 hmap and 128x128 texturing] - for testing -- should use much higher resolutions for all]
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