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About regnar

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  1. I wanted to use technique where you have one small vertex buffer to render all your terrain patches by modifying the vertices in vertex shader depending on world location and LOD of the patch. It seemed very efficient thing to do at first but now it makes me wonder if the hustle with sending data back to CPU is worth it.
  2. Hi! I've been trying to implement simple virtual globe rendering system using "3D Engine Design for Virtual Globes" book as a reference. What I do is I use 6 planes to form a cube, send it to GPU and use vertex shader to form a sphere and add random noise to simulate surface of the planet. The problem is how do I do CPU work on the vertex data from now on - how do I get world space coordinates of a terrain patch to perform LOD techniques, how do I do camera-terrain collision detection etc. ?
  3. Hello! I have done programming my game and now it is time for artwork. And what I want is to create my own style of graphics and than fit all my models and interface elements into that style. Like when you look at any World of Warcraft screenshot and you already can tell the game it is from only looking at one or two objects. But I have no idea how to achieve this. I googled and couldn't find anything. If somebody could provide me with some links or keywords to google for it would be awesome.
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