Original Post
Currently i''m implementing a terrain renderer for an outdoor engine and I was wondering if all that CLOD algorithms are usefull as of today.
When you just would implement (my current position) a quadtree with in each node a vertex array for that node and finish it up with frustum culling. The FPS currently is quite acceptable. When I push a heightmap of 500+ k polies to the engine the FPS will continuosly float above 35+ fps.
I was wondering if it would be useful to implement a CLOD algorithm in the current implementation. Meaning that each patch would adjust it''s vertex count to the distance to the camera.
Would this give me even more capacity? How do you feel about this. I think that with current gfx cards this does not deliver that much of a increase of rendering capacity.
Not to forget that I do have a single vertex buffer now which I can just shuf to the card for it to be processed. Otherwise I would have multiple arrays and it would require me extra processing power to determine what to render (just to save a couple of polies & fillrate)
So, is implementing a CLOD algo worth it?
- Freaky