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I am currently working on the implementation of impostors for my clouds. The goal is to display multiple voxel grids seamlessly and not just one as i had before. I'm still wondering how the impostors interface should like, as i want to be reusable in my parts of my engine. A still have a small bug with my impostors, though, where the size of the impostor (in world space) is like 10% bigger than the actual object, which causes some popping when the object becomes an impostor.

It's only the first step into my impostors implementation. Once the interface is done and the bug fixed, i will still have to create a manager with a class to pack many impostors textures together, or i might kill my video card by having hundreds of independant texture impostors.
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