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Danicco

OpenGL Geoclipmap concept & tutorial?

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I'm implementing the terrain in my engine and I've been suggested to look in this "geoclipmap" technique, but I couldn't find about it's concept on google and I could only find implementations with C# and XNA. The only other implementation I found was from 2006 and they used lists and deprecated OpenGL commands, so I'm looking for something more updated.

 

Could anyone explain what's the concept behind it (what am I supposed to do in C++ / OpenGL) or point me where can I find them?

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Nope, I always googled "GeoClipMap" + "tutorial" / "concept" and never found what I was looking for. Never occurred to me I should type "paper" as well (english is not my main language and I'm not used to these... terms?).

 

Finally I got it, thank you very much!

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You didn't find the concept? Oo

 

http://lmgtfy.com/?q=geoclipmapping+paper

 

To be honest, I seriously dislike replies like this. There are plenty of reasons why someone won't find "obvious" research and the whole lmgtfy just wreaks of unnecessary arrogance. Man up and give the guy a link or two, or don't bother responding. 

 

On that note, check out the GPU Gems chapter on this: 

 

http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter02.html

 

There are better ways of handling things these days. If you are using D3D11 look into using tessellation. If you are using D3D11.2 there's hardware support for virtual textures. 

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