Original Post
Hi, Is it possible to use geomipmap geometric error calculation for a quadtree based terrain? As far as I know standard geomipmapping uses fixed size terrain patches. I'm using quadtree. The root node covers the entire terrain, then it is split until the highest res reached. Up until now I have used simple distance based creteria for LOD. But that doesn't consider the roughness of the terrain. So, I need to change this.