Original Post
Hi. I''ve read the ROAM paper, and all the articles I could find about it. I couldn''t understand two things.
1. How do you calculate the error based on the camera transformation matrix? If you simply figure out how bumpy the terrain is, and base your decision whether to split/merge on that, your mesh would completely depend on the heightfield. How does the camera matrix effect the decision(for example, the further it is, the less detail you need).
2. Can someone explain how the priority for split/merge queues is calculated?
Thanx a lot.