I've followed the information in Geo Clip Mapping for my terrain as far as I understood it, but am getting very unsatisfactory results, and hope someone might point out my error;
I have a series of annular meshes that I render for each frame. I have a single large heighmap and text2dlod sample it in the vertex buffer and assign the height to the Y coordinate. I merge the boundaries between the meshes by sampling coarse and fine meshes and lerping the result.
This works fine, and very fast too. However the actual visuals are horrible, so I must have misunderstood the technique. As the camer moves across the landscape, the meshes dont move - they are locked to the camera and the highest detail mesh is always nearest the camera. However as the mesh density drops away in the concentric rings moving the camera visibly pops the geometry as it rolls over any reasonably non-flat heightmap. Its not that the geometry or sampling are incorrect, its just that the distant geometry is clearly visible as "waves" as the underlying heightmap pushes up one side of a triangle, then the other, as the camera moves towards it. Especially visible on ridge lines.
What am I doing wrong here - is distant geometry not supposed to be refreshed with every frame ? Would that not just lead to even more aggressive popping ?
Other than the GPU Gems article, can anyone point me to another source for GeoClipMapping so I can read a different source ?