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[OpenGL 3D Engine] Quadtree Terrain Editor

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Showcase of my Terrain Editor for setting up the tessellation function and the Continuous Distance Dependent Level of Detail tiling at runtime.
CDLOD algorithm performed on CPU and Vertex Shader.
Tessellation executed with Tessellation and Geometry Shader.
Tutorial about the computation of the TBN matrix and Normalmapping on static and dynamic polygon meshes.
Tangent/Bitangent Precomputaion on CPU for static meshes and realtime computation in GLSL Geometry Shaders for dynamic (hardware tessellated) meshes.
CDLOD algorithm performed on CPU and Vertex Shader.
Tessellation executed with Tessellation and Geometry Shader.
Tutorial about the computation of the TBN matrix and Normalmapping on static and dynamic polygon meshes.
Tangent/Bitangent Precomputaion on CPU for static meshes and realtime computation in GLSL Geometry Shaders for dynamic (hardware tessellated) meshes.
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