Check the post further down for another question on GeoClipMaps.
I am in the process of implementing GeoClipMaps (for the second time, first attempt never finished), and I have been looking through the online resources on terrain rendering to see if something new has popped up since my last try.
So i found this post http://electronicmeteor.wordpress.com/2013/02/10/big-progress-on-geo-clipmaps-and-terrain/, to cut things short - in the post the author explains that instead of doing it like in the GPU Gems article, where they split up each level of geometry into several parts allowing just a few vertex buffers to be allocated for the entire terrain, the author instead pre-allocates a mesh for each clip level, see screenshots:
The above screenshot from the blog is a work in progress and still has gaps, etc, but I am thinking about the pros/cons of these approaches. The approach in the blog seems a lot easier to build, but I am thinking there could be some major drawbacks to doing it like this (memory requirements, needing one separate vertex buffer per clip level, etc).
Anyone willing to weigh on this?
Edited by fholm, 26 October 2013 - 05:08 AM.