Added: 1 year ago
From: NemexNexSoft
Views: 11,980
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  • Some of my own projects are written with C++, OpenGL and SDL, and sometimes OpenAL. I've also worked with randomly generated heightmaps, but I've never fitted them to a sphere, or implemented scaling LOD. Good work, this is beyond my ability! :)

  • one word 2 syllables. EP-IC

  • wow! awesome

  • Render LOD's ?

  • Is this made with C or C++?

  • @TheLizardGamer C++, SDL, OpenGL and a few other libraries

  • how many polygons does the planet have?

  • NICE !

  • you should incorporate tessellation for smoother transition between those LODs in quadtrees.

  • @x75tiger75x Tessellation wasn't really an option when I wrote this demo. But I'll prolly look into it in the future. What I did in this demo to hide the transitions between the different LOD levels, is something called vertex morphing. For it to work I calculate a morph factor for each quadtree node in the range 0-1. This factor is used to interpolate between 2 LOD levels in the vertex shader. When the triangles are textured the LOD changes are nearly invisible.

  • Very nice. Quadtree? Also, is there frustrum culling?

  • @geomancer120 yes quadtree^^ you can read more about how it works in my channel comments. frustrum culling isn't implemented, but it should be relatively easy to do it.

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