SFML / OpenGL experiments - Simple Quadtree LOD (not completed)

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Hi, here is my terrain quadtree lod implementation made in C++ / OpenGL, it's pretty simple and uses brute force mode for rendering for now as my implementation is at a very early stage... I haven't yet fixed the cracks involved by two nodes with different level of detail.

I'm not sure about the correctness of my implementation but it seems to work quite well !

Next step are : cracks fixin, texturing, usin vbo instead of brute force !
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