Original Post
well im hoping to implement a rendering algorithm to my terrain engine... which is right now using bruteforce... my goal is to render a 2048x2048 heigtmap at reasonable framerates... im new to this and aint that good with it... ive read several papers on this topic.. and somehwat understood what it says.. but thats how far i can get... i have no idea how to implement it... soo far ive only managed to implement the method descibed in "Fast Terrain Rendering Using Geometrical MipMapping"... ive implemente it with triangle fans and some roughness calc... thats pretty much my level right now... but its not good enough... ive read one paper which sounds very interesting "Geometry Clipmaps: terrain Rendering Using Nested Regular Grids" which i hope to implement in the future... doesnt seem to hard.. but right now i have no idea how... i tried to make an implementation where the middle always follwed th camera but i got some wierd horizontal popping even on the first detal level when rendeirng a flat surface... another interesting algorithms is the one described in "Terrain Simplification Simplified: A General Framework for View-Dependent Out-of-Core visualation"... but i didnt rly understand much more than the concept... ive read the book 3D Terrain programming".. but the book just covers the concept and doesnt explain how to implement it... and the source code is just to messy right now im stuck.. what im asking for is some directions to what i can do to get better in this field... maybe some tutorials or simple algorithms as the one i mentioned earlier with which i can practise... or anything... [Edited by - Dragon_Strike on July 9, 2006 8:26:05 AM]