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A rounder cube

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dzz

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To make the cube begin to appear more planet-like, I implemented a simple ROAM-type surface subdivision scheme, so it adapts the number of triangles as I zoom in and out.






Even though I'm not really concerned with efficiency, the implementation is pretty bloated (stores three vertices per triangle) so I think I'll take a little bit of time to improve the memory use and CPU time somewhat, mostly by moving to a vertex list.


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