
Description
Hi everyone this is a terrain engine i am working on since a month or so, it based on
discreet meshes with different level of detail, actually they are 3 , 100% , 50% ,20%
the color coding is , red, green blue in order of percentage , i still have cracks here and there
and i am thinking to a way to solve this problem.
The algorithm takes a bitmap , chops it by 32x32 patches and for each patch computes the level of detail, then during rendering time the distance from the observer is computed and the corresponding lod is selected for every patch, the patches are rendered using vertex arrays, soon to be converted in vbo.
I get about 800 fps with a 256x256 terrain divided into 64 patches of 32x32 surfaces
All the level of detail is computed off line and is quite intensive it took 3 mins to create the terrain from a 256x256 bitmap
Bye.












