Re: [Algorithms] Terrain Organization
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From: Relja M. <re...@in...> - 2000-07-30 11:03:39
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Check the archives on this one, but I think someone (nVidia, perhaps?) said once that on TnL type cards it is more efficient to pump the polygons at the card than to spend too much time (ROAM) LODding on the CPU. If that is true (I for one think it makes sense), the recursive quadtree you described would work just fine. Apparently, terrain LOD has no future with TnL - unless you want some extremely detailed stuff up front. Anyway, if your terrain has 5-10 K polys in an average scene, you could care less if you LOD it down to 2-5K on a TnL card... Relja |