Early Terrain Engine
Currently the terrain engine can render a 262114^2 meter (~162.87^2 miles) square of terrain. The heights are generated from libnoise. As you get closer to a given part of the terrain more detail of the terrain will be loaded from the terrain noise function. When at ground level the resolution of the terrain can get to be as high as I specify, but currenty it is set to 8 meters per triangle Currently this loading is done in the same thread as everything else, so this causes stuttering and low frame rate.
Frustum culling and LOD of the quadtree is working fairily good now. The main issue is that there are obvious seams between terrain patches of different LOD. I intend on fixing this problem with a similar approach to geo-mipmapping.
Here are some screenshots (notice the seams between terrain patches):
(screenshots will be uploaded shortly)
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