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Terrain Error Metric

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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.

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