Jump to content
  • Advertisement


This topic is now archived and is closed to further replies.


Terrain Error Metric

This topic is 5952 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I have a spherical terrain formed from an Icosahedron, with recusively split faces. All Rendering is done via a QuadTree. At present i want my LOD to work like this.. I have generated 5 levels of detail. (5 levels in the tree) I need to somehow decide if theres enough detail already shown. If so do not render a nodes children, but render the present nodes face instead. Otherwise render the children and perform this check on each of those. Im looking for some ideas on how i can perform such a check. I have the following information available. every faces normal, and per vertex normals. The Cameras direction, and position.

Share this post

Link to post
Share on other sites

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!