Continuous Level of Detail
Various continuous Level-of-Detail algorithms combined into one project for the purpose of testing. One is similar to an implementation of clip-mapping. Another was taken from a Game Developer demonstration.
I believe the most effective algorithm that came out of this was one that simply reduced distant tilesets by power-of-two and linearly blended vertices together between tilesets.
- LODTest
- [src]
- [bin]
Dependencies: M_System3D, M_Math3D, M_Foundation