just shows a recent screenshot of the current WIP:
integrating the rippling water reflection demo into
image showing frustum cull and CLOD using geomipmapping
(tesselation based on camera at ground level). In
general level of tesselation for each patch is higher
nearer the camera. Foreground patches with low level
of tesselation are too flat to require more triangles.
viewpoint, but with hierarchical occlusion enabled.
The missing patches are hidden from the viewpoint
of the ground level camera.
ground level viewpoint with single pass texturing.
Note lack of detail in foreground textures.
viewpoint with multipass texture splatting enabled.
Much higher level of detail in foregound textures.
Texture splatting is faded out with distance from
camera so distant patches are rendered with single
/ merge roam landscapes. The buildings are Half-Life
BSP models. This project got mothballed and restarted
using geomipmaps (above).
of the rippling water reflection demo app included
with glBase. Demonstrates render to texture and
projective texture mapping.