Hi,
I've read the geometry clipmaps, and also researched how it works. There are some parts I still don't understand.
If I have a heightmap texture that is bigger than the clipmap how do I sample the right height from it?
I currently have a grid that has as many vertices as the size of the heightmap just to be able to sample correctly. But clipmap has a specific amount of vertices.
Another part I don't understand is when the clipmap levels are updated. So that they are centered around the viewer. Do I have to update the heightmap texture somehow? Shouldn't it work if I just update the vertex, uv buffers for the clipmaps? And with the new uvs I should be able to sample from the heightmap? The paper mentioned toroidal access to update the texture which is confusing for me but I don't even see the purpose of updating the texture.
