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Posted 20 September 2012 - 07:13 PM
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Posted 24 September 2012 - 02:30 PM
For example, at the lowest level possible, the entire heightmap (say 512x512) will be drawn using a single chunk (say of size 64x64). When you get closer, that quadtree is split and you will draw the terrain using 4 chunks. This way you will have 4 * 64*64 vertices on screen. The closer you get to the terrain, the more chunks are drawn and so the higher the terrain resolution.
It's a bit more involved than that, but that's pretty much how it works.
Here is a link to the paper. I'm sure you can find plenty of demos and source code with a quick google search.