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OpenGL Window display issues

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A newbie to opengl, I am following this book "Beginning OpenGL Game Programming" which so far has me intimidated with the abundant win32 programming presented without any proper reference. The book asks to create a menu (give the user a graphical interface) to select either fullscreen/windowed mode. I apologize if this isn't the relevant subforum. //edit. okay this is the wrong forum, sorry :p I learned as much as quickly i could, and i have a basic understanding of it, the core at least. anyway, heres the problem. bool fullscreen=false; A globally declared flag which is sent to the window at the time of inception.
if (fullscreen)                             // fullscreen?
    {
        DEVMODE dmScreenSettings;                   // device mode
        memset(&dmScreenSettings,0,sizeof(dmScreenSettings));
        dmScreenSettings.dmSize = sizeof(dmScreenSettings); 
        dmScreenSettings.dmPelsWidth = windowWidth;         // screen width
        dmScreenSettings.dmPelsHeight = windowHeight;           // screen height
        dmScreenSettings.dmBitsPerPel = windowBits;             // bits per pixel
        dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

        // 
        if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
        {
            // setting display mode failed, switch to windowed
            MessageBox(NULL, "Display mode failed", NULL, MB_OK);
            fullscreen = FALSE; 
        }
    }

    if (fullscreen)                             // Are We Still In Fullscreen Mode?
    {
        dwExStyle=WS_EX_APPWINDOW;                  // Window Extended Style
        dwStyle=WS_POPUP;                       // Windows Style
        ShowCursor(FALSE);                      // Hide Mouse Pointer
    }
    else
    {
        dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;   // Window Extended Style
        dwStyle=WS_OVERLAPPEDWINDOW;                    // Windows Style
    }

    AdjustWindowRectEx(&windowRect, dwStyle, FALSE, dwExStyle);     // Adjust Window To True Requested Size

    // class registered, so now create our window
    









^^ This is the source immediately following the windowclass definitions. As i see it i have two options, to create a modeless dialog box which takes precedence over the window, and changes the values before the actual window is created. that was a failure. The 2nd one is to create a dialog box at the inception from the wm_create msg and according to the choices change the values, I did that. But now i cant seem to update the changes to my main window. I know we have the UpdateWindow(handle to window) but if it is right, where do i place it?
BOOL CALLBACK AboutDlgProc(HWND hwnd, UINT Message, WPARAM wParam, LPARAM lParam)
{
    switch(Message)
    {
        case WM_INITDIALOG:

        return TRUE;
        case WM_COMMAND:
            switch(LOWORD(wParam))
            {
                case ID1:
                    EndDialog(hwnd, ID1);
                break;
                case ID2:
                    EndDialog(hwnd, ID2);
                break;
            }
        break;
        default:
            return FALSE;
    }
    return TRUE;
}








^^Creating the dialog box.And ending it when a choice has been selected.

LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
    static HDC hDC;
    static HGLRC hRC;
    int height, width;

    // dispatch messages
    switch (uMsg)
    {   
    case WM_COMMAND:
break;
	
	
	case WM_CREATE:
		{
            int ret = DialogBox(GetModuleHandle(NULL), 
                MAKEINTRESOURCE(IDD_SCREEN), hWnd, AboutDlgProc);
            if(ret == ID1){
                fullscreen=false;
				UpdateWindow(NULL);
            }
            else if(ret == ID2){
                fullscreen=true;
				UpdateWindow(NULL);
            }
            else if(ret == -1){
                MessageBox(hWnd, "Dialog failed!", "Error",
                    MB_OK | MB_ICONINFORMATION);
            }
        }









^^where I do my processing within the main window msging function. I used UpdateWindow(NULL) in hopes that null refers to the parent window. Or is my fullscreen code constraining it, I don't get a thing of that particular thing, so bear with me. // I've finally looked up changedisplaysettings and DEVMODE, so I think that code is pretty much a unit. Don't think this is at fault. entire source:
#define WIN32_LEAN_AND_MEAN
#define WIN32_EXTRA_LEAN

#include <windows.h>
#include <gl/gl.h>
#include <gl/glu.h>
#include "resource.h"

#include "CGfxOpenGL.h"

bool exiting = false;
long windowWidth = 800;
long windowHeight = 600;
long windowBits = 32;
bool fullscreen=false;
HDC hDC;
//HWND g_hToolbar = NULL;

CGfxOpenGL *g_glRender = NULL;

BOOL CALLBACK AboutDlgProc(HWND hwnd, UINT Message, WPARAM wParam, LPARAM lParam)
{
    switch(Message)
    {
        case WM_INITDIALOG:

        return TRUE;
        case WM_COMMAND:
            switch(LOWORD(wParam))
            {
                case ID1:
                    EndDialog(hwnd, ID1);
                break;
                case ID2:
                    EndDialog(hwnd, ID2);
                break;
            }
        break;
        default:
            return FALSE;
    }
    return TRUE;
}



void SetupPixelFormat(HDC hDC)
{
    int pixelFormat;

    PIXELFORMATDESCRIPTOR pfd =
    {   
        sizeof(PIXELFORMATDESCRIPTOR),  // size
            1,                          // version
            PFD_SUPPORT_OPENGL |        // OpenGL window
            PFD_DRAW_TO_WINDOW |        // render to window
            PFD_DOUBLEBUFFER,           // support double-buffering
            PFD_TYPE_RGBA,              // color type
            32,                         // prefered color depth
            0, 0, 0, 0, 0, 0,           // color bits (ignored)
            0,                          // no alpha buffer
            0,                          // alpha bits (ignored)
            0,                          // no accumulation buffer
            0, 0, 0, 0,                 // accum bits (ignored)
            16,                         // depth buffer
            0,                          // no stencil buffer
            0,                          // no auxiliary buffers
            PFD_MAIN_PLANE,             // main layer
            0,                          // reserved
            0, 0, 0,                    // no layer, visible, damage masks
    };

    pixelFormat = ChoosePixelFormat(hDC, &pfd);
    SetPixelFormat(hDC, pixelFormat, &pfd);
}

LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
    static HDC hDC;
    static HGLRC hRC;
    int height, width;

    // dispatch messages
    switch (uMsg)
    {   
    case WM_COMMAND:
break;
	
	
	case WM_CREATE:
		{
            int ret = DialogBox(GetModuleHandle(NULL), 
                MAKEINTRESOURCE(IDD_SCREEN), hWnd, AboutDlgProc);
            if(ret == ID1){
                fullscreen=false;
				UpdateWindow(NULL);
            }
            else if(ret == ID2){
                fullscreen=true;
				UpdateWindow(NULL);
            }
            else if(ret == -1){
                MessageBox(hWnd, "Dialog failed!", "Error",
                    MB_OK | MB_ICONINFORMATION);
            }
        }
// window creation
    
        // Other menu commands...
               
		{
		hDC = GetDC(hWnd);
        SetupPixelFormat(hDC);
        //SetupPalette();
        hRC = wglCreateContext(hDC);
        wglMakeCurrent(hDC, hRC);
        break;
	}
    case WM_DESTROY:            // window destroy
    case WM_QUIT:
    case WM_CLOSE:                  // windows is closing

        // deselect rendering context and delete it
        wglMakeCurrent(hDC, NULL);
        wglDeleteContext(hRC);

        // send WM_QUIT to message queue
        PostQuitMessage(0);
        break;

    case WM_SIZE:
        height = HIWORD(lParam);        // retrieve width and height
        width = LOWORD(lParam);

        g_glRender->SetupProjection(width, height);

        break;

    case WM_ACTIVATEAPP:        // activate app
        break;

    case WM_PAINT:              // paint
        PAINTSTRUCT ps;
        BeginPaint(hWnd, &ps);
        EndPaint(hWnd, &ps);
        break;

    case WM_LBUTTONDOWN:        // left mouse button
        break;

    case WM_RBUTTONDOWN:        // right mouse button
        break;

    case WM_MOUSEMOVE:          // mouse movement
        break;

    case WM_LBUTTONUP:          // left button release
        break;

    case WM_RBUTTONUP:          // right button release
        break;

    case WM_KEYUP:
        break;

    case WM_KEYDOWN:
        int fwKeys;
        LPARAM keyData;
        fwKeys = (int)wParam;    // virtual-key code 
        keyData = lParam;          // key data 

        switch(fwKeys)
        {
        case VK_ESCAPE:
            PostQuitMessage(0);
            break;
        default:
            break;
        }

        break;

    default:
        break;
    }
    return DefWindowProc(hWnd, uMsg, wParam, lParam);
}

int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
    WNDCLASSEX windowClass;     // window class
    HWND       hwnd;            // window handle
    MSG        msg;             // message
    DWORD      dwExStyle;       // Window Extended Style
    DWORD      dwStyle;         // Window Style
    RECT       windowRect;

    g_glRender = new CGfxOpenGL;

    windowRect.left=(long)0;                        // Set Left Value To 0
    windowRect.right=(long)windowWidth; // Set Right Value To Requested Width
    windowRect.top=(long)0;                         // Set Top Value To 0
    windowRect.bottom=(long)windowHeight;   // Set Bottom Value To Requested Height

    // fill out the window class structure
    windowClass.cbSize          = sizeof(WNDCLASSEX);
    windowClass.style           = CS_HREDRAW | CS_VREDRAW;
    windowClass.lpfnWndProc     = WndProc;
    windowClass.cbClsExtra      = 0;
    windowClass.cbWndExtra      = 0;
    windowClass.hInstance       = hInstance;
    windowClass.hIcon           = LoadIcon(NULL, IDI_APPLICATION);  // default icon
    windowClass.hCursor         = LoadCursor(NULL, IDC_ARROW);      // default arrow
    windowClass.hbrBackground   = NULL;                             // don't need background
    windowClass.lpszMenuName    = NULL;                             // no menu
    windowClass.lpszClassName   = "GLClass";
    windowClass.hIconSm         = LoadIcon(NULL, IDI_WINLOGO);      // windows logo small icon

    // register the windows class
    if (!RegisterClassEx(&windowClass))
        return 0;

    if (fullscreen)                             // fullscreen?
    {
        DEVMODE dmScreenSettings;                   // device mode
        memset(&dmScreenSettings,0,sizeof(dmScreenSettings));
        dmScreenSettings.dmSize = sizeof(dmScreenSettings); 
        dmScreenSettings.dmPelsWidth = windowWidth;         // screen width
        dmScreenSettings.dmPelsHeight = windowHeight;           // screen height
        dmScreenSettings.dmBitsPerPel = windowBits;             // bits per pixel
        dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

        // 
        if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
        {
            // setting display mode failed, switch to windowed
            MessageBox(NULL, "Display mode failed", NULL, MB_OK);
            fullscreen = FALSE; 
        }
    }

    if (fullscreen)                             // Are We Still In Fullscreen Mode?
    {
        dwExStyle=WS_EX_APPWINDOW;                  // Window Extended Style
        dwStyle=WS_POPUP;                       // Windows Style
        ShowCursor(FALSE);                      // Hide Mouse Pointer
    }
    else
    {
        dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;   // Window Extended Style
        dwStyle=WS_OVERLAPPEDWINDOW;                    // Windows Style
    }

    AdjustWindowRectEx(&windowRect, dwStyle, FALSE, dwExStyle);     // Adjust Window To True Requested Size

    // class registered, so now create our window
    
	
	
      
	    hwnd = CreateWindowEx(NULL,                                 // extended style
        "GLClass",                          // class name
        "OpenGL Application",      // app name
        dwStyle | WS_CLIPCHILDREN |
        WS_CLIPSIBLINGS,
        0, 0,                               // x,y coordinate
        windowRect.right - windowRect.left,
        windowRect.bottom - windowRect.top, // width, height
        NULL,                               // handle to parent
        NULL,                               // handle to menu
        hInstance,                          // application instance
        NULL);    
		
		
		// no extra params

    hDC = GetDC(hwnd);

    // check if window creation failed (hwnd would equal NULL)
    if (!hwnd)
        return 0;

    ShowWindow(hwnd, SW_SHOW);          // display the window
    UpdateWindow(hwnd);                 // update the window

    g_glRender->Init();

	

    while (!exiting)
    {
        g_glRender->Prepare(0.0f);
        g_glRender->Render();
        SwapBuffers(hDC);

        while (PeekMessage (&msg, NULL, 0, 0, PM_NOREMOVE))
        {
            if (!GetMessage (&msg, NULL, 0, 0))
            {
                exiting = true;
                break;
            }

            TranslateMessage (&msg);
            DispatchMessage (&msg);
			UpdateWindow(hwnd);
        }
    }

    delete g_glRender;

    if (fullscreen)
    {
        ChangeDisplaySettings(NULL,0);          // If So Switch Back To The Desktop
        ShowCursor(TRUE);                       // Show Mouse Pointer
    }

    return (int)msg.wParam;
}










I used/created a resource template for the box layout. Help would be much appreciated! [Edited by - IwikiwI on August 17, 2008 6:51:48 AM]

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      #include "Window.h" #include <GL/glew.h> #include <GLFW/glfw3.h> #include "Error.h" #include "Renderer.h" #include "Scene.h" #include "Input.h" //Global Variables. int screen_width, screen_height; //On Window Resize. void OnWindowResize(GLFWwindow *window, int width, int height); //Implementation Structure. struct Window::Implementation { //GLFW Window. GLFWwindow *GLFW_window; //Renderer. Renderer *renderer; //Delta Time. double delta_time; //Frames Per Second. int fps; //Scene. Scene *scnene; //Input. Input *input; //Deconstructor. ~Implementation(); }; //Window Constructor. Window::Window(std::string title, int width, int height) { //Initializing width and height. screen_width = width; screen_height = height; //Create Pointer To Implementation. m_Impl = new Implementation(); //Try initializing GLFW. if (!glfwInit()) { std::cout << "GLFW could not be initialized!" << std::endl; std::cout << "Press ENTER to exit..." << std::endl; std::cin.get(); exit(-1); } //Setting up OpenGL Version 3.3 Core Profile. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); /* Create a windowed mode window and its OpenGL context */ m_Impl->GLFW_window = glfwCreateWindow(width, height, title.c_str(), NULL, NULL); if (!m_Impl->GLFW_window) { std::cout << "GLFW could not create a window!" << std::endl; std::cout << "Press ENTER to exit..." << std::endl; std::cin.get(); glfwTerminate(); exit(-1); } /* Make the window's context current */ glfwMakeContextCurrent(m_Impl->GLFW_window); //Initialize GLEW. if(glewInit() != GLEW_OK) { std::cout << "GLEW could not be initialized!" << std::endl; std::cout << "Press ENTER to exit..." << std::endl; std::cin.get(); glfwTerminate(); exit(-1); } //Enabling Blending. GLCall(glEnable(GL_BLEND)); GLCall(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); //Setting the ViewPort. GLCall(glViewport(0, 0, width, height)); //**********Initializing Implementation**********// m_Impl->renderer = new Renderer(); m_Impl->delta_time = 0.0; m_Impl->fps = 0; m_Impl->input = new Input(this); //**********Initializing Implementation**********// //Set Frame Buffer Size Callback. glfwSetFramebufferSizeCallback(m_Impl->GLFW_window, OnWindowResize); } //Window Deconstructor. Window::~Window() { delete m_Impl; } //Window Main Loop. void Window::MainLoop() { //Time Variables. double start_time = 0, end_time = 0, old_time = 0, total_time = 0; //Frames Counter. int frames = 0; /* Loop until the user closes the window */ while (!glfwWindowShouldClose(m_Impl->GLFW_window)) { old_time = start_time; //Total time of previous frame. start_time = glfwGetTime(); //Current frame start time. //Calculate the Delta Time. m_Impl->delta_time = start_time - old_time; //Get Frames Per Second. if (total_time >= 1) { m_Impl->fps = frames; total_time = 0; frames = 0; } //Clearing The Screen. m_Impl->renderer->Clear(0, 0, 0); //Render The Scene. if (m_Impl->scnene != NULL) m_Impl->scnene->Render(this); //Updating the Screen. m_Impl->renderer->Update(m_Impl->GLFW_window); //Increasing frames counter. frames++; //End Time. end_time = glfwGetTime(); //Total time after the frame completed. total_time += end_time - start_time; } //Terminate GLFW. glfwTerminate(); } //Load Scene. void Window::LoadScene(Scene * scene) { //Set the scene. m_Impl->scnene = scene; } //Get Delta Time. double Window::GetDeltaTime() { return m_Impl->delta_time; } //Get FPS. int Window::GetFPS() { return m_Impl->fps; } //Get Width. int Window::GetWidth() { return screen_width; } //Get Height. int Window::GetHeight() { return screen_height; } //Get Input. Input * Window::GetInput() { return m_Impl->input; } Renderer * Window::GetRenderer() { return m_Impl->renderer; } GLFWwindow * Window::GetGLFWindow() { return m_Impl->GLFW_window; } //Implementation Deconstructor. Window::Implementation::~Implementation() { delete renderer; delete input; } //OnWindowResize void OnWindowResize(GLFWwindow *window, int width, int height) { screen_width = width; screen_height = height; //Updating the ViewPort. GLCall(glViewport(0, 0, width, height)); }  
      Brain Class
      #include "Brain.h" #include "Sprite.h" #include "Window.h" struct Brain::Implementation { //Just A Flag. bool started; //Window Pointer. Window *window; //Sprite Pointer. Sprite *sprite; }; Brain::Brain(Window *window, Sprite *sprite) { //Create Pointer To Implementation. m_Impl = new Implementation(); //Initialize Implementation. m_Impl->started = true; m_Impl->window = window; m_Impl->sprite = sprite; } Brain::~Brain() { //Delete Pointer To Implementation. delete m_Impl; } void Brain::Start() { } void Brain::Update() { } Window * Brain::GetWindow() { return m_Impl->window; } Sprite * Brain::GetSprite() { return m_Impl->sprite; } bool Brain::GetStart() { return m_Impl->started; } void Brain::SetStart(bool value) { m_Impl->started = value; } Script Class (Its a Brain Subclass!!!)
      #include "Script.h" Script::Script(Window *window, Sprite *sprite) : Brain(window, sprite) { } Script::~Script() { } void Script::Start() { std::cout << "Game Started!" << std::endl; } void Script::Update() { Input *input = this->GetWindow()->GetInput(); Sprite *sp = this->GetSprite(); //Move this sprite. this->GetSprite()->Move(200 * this->GetWindow()->GetDeltaTime(), input->GetKeyDown("left"), input->GetKeyDown("right"), input->GetKeyDown("up"), input->GetKeyDown("down")); std::cout << sp->GetTag().c_str() << ".x = " << sp->GetPos()->x << ", " << sp->GetTag().c_str() << ".y = " << sp->GetPos()->y << std::endl; }  
      Main:
      #include "SpaceShooterEngine.h" #include "Script.h" int main() { Window w("title", 600,600); Scene *scene = new Scene(); Sprite *player = new Sprite("Resources/Images/player.png", "Player", 100,100); Sprite *other = new Sprite("Resources/Images/cherno.png", "Other", 400, 100); Sprite *other2 = new Sprite("Resources/Images/cherno.png", "Other", 300, 400); Brain *brain = new Script(&w, player); player->AddBrain(brain); scene->AddSprite(player); scene->AddSprite(other); scene->AddSprite(other2); w.LoadScene(scene); w.MainLoop(); return 0; }  
       
      I literally can't find what is wrong. If you need more code, ask me to post it. I will also attach all the source files.
      Brain.cpp
      Error.cpp
      IndexBuffer.cpp
      Input.cpp
      Renderer.cpp
      Scene.cpp
      Shader.cpp
      Sprite.cpp
      Texture.cpp
      VertexArray.cpp
      VertexBuffer.cpp
      VertexBufferLayout.cpp
      Window.cpp
      Brain.h
      Error.h
      IndexBuffer.h
      Input.h
      Renderer.h
      Scene.h
      Shader.h
      SpaceShooterEngine.h
      Sprite.h
      Texture.h
      VertexArray.h
      VertexBuffer.h
      VertexBufferLayout.h
      Window.h
    • By Cristian Decu
      Hello fellow programmers,
      For a couple of days now i've decided to build my own planet renderer just to see how floating point precision issues
      can be tackled. As you probably imagine, i've quickly faced FPP issues when trying to render absurdly large planets.
       
      I have used the classical quadtree LOD approach;
      I've generated my grids with 33 vertices, (x: -1 to 1, y: -1 to 1, z = 0).
      Each grid is managed by a TerrainNode class that, depending on the side it represents (top, bottom, left right, front, back),
      creates a special rotation-translation matrix that moves and rotates the grid away from the origin so that when i finally
      normalize all the vertices on my vertex shader i can get a perfect sphere.
      T = glm::translate(glm::dmat4(1.0), glm::dvec3(0.0, 0.0, 1.0)); R = glm::rotate(glm::dmat4(1.0), glm::radians(180.0), glm::dvec3(1.0, 0.0, 0.0)); sides[0] = new TerrainNode(1.0, radius, T * R, glm::dvec2(0.0, 0.0), new TerrainTile(1.0, SIDE_FRONT)); T = glm::translate(glm::dmat4(1.0), glm::dvec3(0.0, 0.0, -1.0)); R = glm::rotate(glm::dmat4(1.0), glm::radians(0.0), glm::dvec3(1.0, 0.0, 0.0)); sides[1] = new TerrainNode(1.0, radius, R * T, glm::dvec2(0.0, 0.0), new TerrainTile(1.0, SIDE_BACK)); // So on and so forth for the rest of the sides As you can see, for the front side grid, i rotate it 180 degrees to make it face the camera and push it towards the eye;
      the back side is handled almost the same way only that i don't need to rotate it but simply push it away from the eye.
      The same technique is applied for the rest of the faces (obviously, with the proper rotations / translations).
      The matrix that result from the multiplication of R and T (in that particular order) is send to my vertex shader as `r_Grid'.
      // spherify vec3 V = normalize((r_Grid * vec4(r_Vertex, 1.0)).xyz); gl_Position = r_ModelViewProjection * vec4(V, 1.0); The `r_ModelViewProjection' matrix is generated on the CPU in this manner.
      // No the most efficient way, but it works. glm::dmat4 Camera::getMatrix() { // Create the view matrix // Roll, Yaw and Pitch are all quaternions. glm::dmat4 View = glm::toMat4(Roll) * glm::toMat4(Pitch) * glm::toMat4(Yaw); // The model matrix is generated by translating in the oposite direction of the camera. glm::dmat4 Model = glm::translate(glm::dmat4(1.0), -Position); // Projection = glm::perspective(fovY, aspect, zNear, zFar); // zNear = 0.1, zFar = 1.0995116e12 return Projection * View * Model; } I managed to get rid of z-fighting by using a technique called Logarithmic Depth Buffer described in this article; it works amazingly well, no z-fighting at all, at least not visible.
      Each frame i'm rendering each node by sending the generated matrices this way.
      // set the r_ModelViewProjection uniform // Sneak in the mRadiusMatrix which is a matrix that contains the radius of my planet. Shader::setUniform(0, Camera::getInstance()->getMatrix() * mRadiusMatrix); // set the r_Grid matrix uniform i created earlier. Shader::setUniform(1, r_Grid); grid->render(); My planet's radius is around 6400000.0 units, absurdly large, but that's what i really want to achieve;
      Everything works well, the node's split and merge as you'd expect, however whenever i get close to the surface
      of the planet the rounding errors start to kick in giving me that lovely stairs effect.
      I've read that if i could render each grid relative to the camera i could get better precision on the surface, effectively
      getting rid of those rounding errors.
       
      My question is how can i achieve this relative to camera rendering in my scenario here?
      I know that i have to do most of the work on the CPU with double, and that's exactly what i'm doing.
      I only use double on the CPU side where i also do most of the matrix multiplications.
      As you can see from my vertex shader i only do the usual r_ModelViewProjection * (some vertex coords).
       
      Thank you for your suggestions!
       
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