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Terrain LOD or..?

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Ive developed a terrain renderer for a project im currently working on. Considering the camera will be fixed, you cannot zoom out or see the terrain from a distance implimenting an LOD system seems overkill? But I would obviously like to cull parts of the terrain for speed. What is the best technique for doing this? My idea was storing the vertex data in separate segments of the terrain and only render the segments visible. And finding the most optimal way through testing. Such that a 256x256 would be split into 32x32 sized terrain, stored and copied over to the vertex buffer when needed. Ash.

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So if the camera is fixed, why don't you use a static mesh? You could generate it using the heightmap and an appropriate LOD algorithm. Then store the generated mesh and render the whole thing "brute force".

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This topic is 3338 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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