Original Post
I am trying to implement a spherical terrain system where a single geo clipmap sits ontop of a sphere, in its own arbitrary coordinate space. The basics are pretty simple... http://www.math.uni-bremen.de/~justen/Mich/planetrendering_gallery_e.html?lang=0&stylefile=Layout/default.css Ok, so I have my square clipmap sitting ontop of my sphere. For simplicity I start by placing the clipmap at the top of the sphere, so it has a identity matrix to begin with. My question is, now how should I move/update the clipmap? My clipmap class works on the assumption that everything is 2d. Shifts take place when the camera position goes beyond a certain point on the x/z axis. How should I adapt this to a 'Lutz style' spherical terrain? Should I be using the dot product of the camera position and the vectors of the 'clipmap coordinate space', which will give me a relative distance from the center of the clipmap. Or should I try and transform the camera position from world space into another space (one more relative to the clipmap?). I have been using the dotproduct approach, but what am I supposed to do when root level of the clipmap needs to shift? How do I tell where to rotate/position the clipmap based on this shifting? Thanks for any help!