Original Post
Hi guys!
I have a terrain engine consisting of quads organised into a quadtree. With the help of quadtree, I do visibility check and then cull accordingly. Each quad is a progressive mesh(ID3DXPMesh) and gets simplified with the distance from camera. Now it runs at about 500-800 FPS depending on what''s actually visible. (my machine: duron 800, GF2 GTS, 256 RAM) Now the question: will I get more FPS if I implement a CLOD or something similar instead of the PMeshes? Or shall I wait for DX9 release and continuous tesselation?
Thanks for your opinion